godot/servers/rendering
Juan Linietsky c7255388e1 Remove ThreadWorkPool, replace by WorkerThreadPool
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
2022-07-25 15:39:50 +02:00
..
dummy Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
environment Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
renderer_rd Remove ThreadWorkPool, replace by WorkerThreadPool 2022-07-25 15:39:50 +02:00
storage Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
SCsub Split dependency logic 2022-06-28 00:10:29 +10:00
renderer_canvas_cull.cpp Account for relative z-indexes when y-sorting 2022-07-08 09:18:00 -05:00
renderer_canvas_cull.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
renderer_canvas_render.cpp Fix typo, call mesh_instance_free not mesh_free 2022-07-12 22:30:08 +10:00
renderer_canvas_render.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
renderer_compositor.cpp SkyShaders working 2022-05-11 21:00:21 -07:00
renderer_compositor.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
renderer_scene.cpp Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
renderer_scene.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
renderer_scene_cull.cpp Remove ThreadWorkPool, replace by WorkerThreadPool 2022-07-25 15:39:50 +02:00
renderer_scene_cull.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
renderer_scene_occlusion_cull.cpp Update copyright statements to 2022 2022-01-03 21:27:34 +01:00
renderer_scene_occlusion_cull.h Remove ThreadWorkPool, replace by WorkerThreadPool 2022-07-25 15:39:50 +02:00
renderer_scene_render.cpp Implement Vector4, Vector4i, Projection 2022-07-23 14:00:01 +02:00
renderer_scene_render.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
renderer_viewport.cpp Remove ThreadWorkPool, replace by WorkerThreadPool 2022-07-25 15:39:50 +02:00
renderer_viewport.h Adding Variable Rate Shading support to Godot 2022-07-17 15:42:24 +10:00
rendering_device.cpp Adding Variable Rate Shading support to Godot 2022-07-17 15:42:24 +10:00
rendering_device.h Adding Variable Rate Shading support to Godot 2022-07-17 15:42:24 +10:00
rendering_device_binds.cpp Replace most uses of Map by HashMap 2022-05-16 10:37:48 +02:00
rendering_device_binds.h Replace most uses of Map by HashMap 2022-05-16 10:37:48 +02:00
rendering_server_default.cpp Split dependency logic 2022-06-28 00:10:29 +10:00
rendering_server_default.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
rendering_server_globals.cpp Split dependency logic 2022-06-28 00:10:29 +10:00
rendering_server_globals.h Split dependency logic 2022-06-28 00:10:29 +10:00
shader_compiler.cpp Clean up Shader Preprocessor 2022-07-22 22:53:03 +02:00
shader_compiler.h Refactor shader hints 2022-05-31 11:51:47 +03:00
shader_language.cpp Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix 2022-07-25 14:56:06 +02:00
shader_language.h Fix errors when using built-ins in shaderinc 2022-07-25 12:33:04 +03:00
shader_preprocessor.cpp Fix some errors after shader preprocessor PR 2022-07-23 09:38:59 +03:00
shader_preprocessor.h Fix some errors after shader preprocessor PR 2022-07-23 09:38:59 +03:00
shader_types.cpp Use IGN instead of white noise for sky dithering 2022-05-24 10:57:07 -07:00
shader_types.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
shader_warnings.cpp Replace most uses of Map by HashMap 2022-05-16 10:37:48 +02:00
shader_warnings.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00