godot/servers/rendering/renderer_rd
Hugo Locurcio 989a7d9270
Allow disabling the depth prepass in the Vulkan Clustered backend
In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
2021-11-27 17:54:45 +01:00
..
forward_clustered Allow disabling the depth prepass in the Vulkan Clustered backend 2021-11-27 17:54:45 +01:00
forward_mobile Fix Depth-Prepass transparency mode 2021-11-18 12:49:46 +01:00
shaders [macOS / iOS] Use non atomic operation to store facing bits on MoltenVK. 2021-11-25 12:43:45 +02:00
cluster_builder_rd.cpp Remove disabled debug code in ClusterBuilderRD 2021-11-25 20:28:50 +01:00
cluster_builder_rd.h Swap args of Plane(point, normal) constructor 2021-10-15 20:49:42 -05:00
effects_rd.cpp Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
effects_rd.h Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
pipeline_cache_rd.cpp Fix wireframe render mode 2021-10-15 06:53:52 +03:00
pipeline_cache_rd.h Implement more rendering options as specialization constants 2021-07-19 21:51:29 -03:00
renderer_canvas_render_rd.cpp Fix multimesh still drawing when visible instances is zero 2021-11-12 21:51:14 -05:00
renderer_canvas_render_rd.h Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
renderer_compositor_rd.cpp Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
renderer_compositor_rd.h Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
renderer_scene_environment_rd.cpp Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog 2021-10-28 22:02:23 -07:00
renderer_scene_environment_rd.h Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog 2021-10-28 22:02:23 -07:00
renderer_scene_gi_rd.cpp Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
renderer_scene_gi_rd.h Remove unimplemented Environment.ambient_light_occlusion_color property 2021-10-07 17:47:52 +02:00
renderer_scene_render_rd.cpp Merge pull request #51679 from Je06jm/fsr 2021-11-24 22:34:48 +01:00
renderer_scene_render_rd.h Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
renderer_scene_sky_rd.cpp Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
renderer_scene_sky_rd.h Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
renderer_storage_rd.cpp Fix TIME using in custom functions of particle shader 2021-11-26 19:03:01 +03:00
renderer_storage_rd.h Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
SCsub Create mobile renderer 2021-05-03 21:54:11 +10:00
shader_compiler_rd.cpp Fix uniform array alignment to fix a bug 2021-11-25 23:38:08 +03:00
shader_compiler_rd.h Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
shader_rd.cpp [macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK. 2021-11-24 09:16:16 +02:00
shader_rd.h Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00