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Author SHA1 Message Date
Dario 03f56fc15d Fix transfer alignment on initial texture transfer.
Fixes the regression caused by transfer workers with textures with non-standard dimensions such as the ones provided in #98601.
2024-10-28 09:56:02 -03:00
Pedro J. Estébanez d5d509bbd6 Implement thread ownership change for RenderingDevice 2024-10-21 20:56:42 +02:00
Dario 8c3e46b13b Move transitions of textures initialized by transfer workers to the main graphics queue.
Also adds a new possible texture layout and API trait to support a particular behavior in D3D12 where only the COMMON layout is supported in copy queues. Fixes #98158.
2024-10-18 09:15:25 -03:00
Dario 7a936e8bac Rewrite semaphore handling for transfer workers. 2024-10-17 14:07:08 -03:00
Dario e2c6daf7ef Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
2024-10-02 15:11:58 -03:00
Stuart Carnie 5cfacc8767
[Editor,Servers]: Minor optimizations 2024-09-12 06:22:04 +10:00
Pedro J. Estébanez 7f1989bac1 RenderingDevice: Fix uncapped mipmap sizes causing div-by-zero 2024-09-09 17:10:47 +02:00
Rémi Verschelde e98aaf1caa
Merge pull request #94477 from RedMser/typos-batch-1
Fix various typos
2024-08-28 00:12:12 +02:00
Rémi Verschelde 330fca1ffd
Merge pull request #93985 from alvinhochun/windows-gpu-pref
Respect integrated GPU preference in Windows Settings
2024-08-28 00:11:45 +02:00
Matias N. Goldberg 59d0422dcd Disable extra memory tracking by default
PR #90993 added several debugging utilities.

Among them, advanced memory tracking through the use of custom
allocators and VK_EXT_device_memory_report.

However as issue #95967 reveals, it is dangerous to leave it on by
default because drivers (or even the Vulkan loader) can too easily
accidentally break custom allocators by allocating memory through std
malloc but then request us to deallocate it (or viceversa).

This PR fixes the following problems:
 - Adds --extra-gpu-memory-tracking cmd line argument
 - Adds missing enum entries to
RenderingContextDriverVulkan::VkTrackedObjectType
 - Adds RenderingDevice::get_driver_and_device_memory_report
    - GDScript users can easily check via print(
RenderingServer.get_rendering_device().get_driver_and_device_memory_report()
)
- Uses get_driver_and_device_memory_report on device lost for appending
further info.

Fixes #95967
2024-08-24 20:52:39 -03:00
Matias N. Goldberg 364f916f3f
Add debug utilities for Vulkan
Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
 - Debug-only Breadcrumb info for debugging GPU crashes and device lost
 - Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks

Functionality marked as "debug-only" is only available in debug or dev
builds.

Misc fixes:
 - Early break optimization in RenderingDevice::uniform_set_create

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
2024-08-21 23:48:08 +02:00
Stuart Carnie 2d0165574d
Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
clayjohn b0e33aa00f Fail when submit or sync called on main rendering device
Fail if submit or sync called multiple times in a row
2024-08-12 15:50:01 -07:00
BlueCube3310 eb3b217777 RenderingDevice: Use the correct amount of layers for Cubemaps for boundary checks 2024-07-24 20:26:46 +02:00
BlueCube3310 741bb152ae RenderingDevice: Fix getting cubemap data 2024-07-23 13:44:28 +02:00
Rémi Verschelde 0f1e2c38a8
Merge pull request #94069 from RandomShaper/fix_vk_vali_blocky
RenderingDevice: Leave handling of compressed block granularity to the driver
2024-07-18 10:45:27 +02:00
RedMser f9258ff928 Fix typos 2024-07-17 18:53:03 +02:00
Alvin Wong 4091abd727 Respect integrated GPU preference in Windows Settings 2024-07-16 23:46:37 +08:00
Hugo Locurcio cf2d2e2dd8
Silence Vulkan "Unable to acquire framebuffer." swapchain error
This error is harmless and can be safely ignored.
2024-07-09 17:12:54 +02:00
Pedro J. Estébanez 00e89229bf RenderingDevice: Leave handling of compressed block granularity to the driver 2024-07-08 11:58:51 +02:00
Rémi Verschelde 7197678df2
Merge pull request #91551 from m4rr5/configure_timestamp_query_elements
Add a project setting to configure the maximum number of timestamps.
2024-07-07 12:38:19 +02:00
Pedro J. Estébanez 32d9c93af3 Improve handling of rendering startup errors 2024-06-28 19:31:50 +02:00
Rémi Verschelde 705b7a0b0b
Merge pull request #92587 from RandomShaper/validate_tex_usage
RenderingDevice: Reject creation of textures with no usage
2024-05-31 14:16:55 +02:00
Rémi Verschelde f2796fa06d
Merge pull request #91769 from DarioSamo/d3d12_enhanced_barriers
Add support for enhanced barriers in D3D12.
2024-05-31 14:15:49 +02:00
Pedro J. Estébanez 3e5865660b RenderingDevice: Reject creation of textures with no usage 2024-05-31 12:00:58 +02:00
Rémi Verschelde abfe8ba7d6
Merge pull request #92258 from DarioSamo/render_list_pass_alloc
Reduce allocations each time a render pass begins in RenderingDevice.
2024-05-23 23:25:51 +02:00
Dario ce4f19a034 Switch vectors in each render pass to use TLS. 2024-05-23 10:52:29 -03:00
bruvzg 628c81d2d9
[DisplayServer] Add method to check if window transparency is supported and enabled. 2024-05-23 15:23:18 +03:00
Dario adabd14d08 Add support for enhanced barriers in D3D12.
Enables support for enhanced barriers if available.

Gets rid of the implementation of [CROSS_FAMILY_FALLBACK] in the D3D12 driver. The logic has been reimplemented at a higher level in RenderingDevice itself.

This fallback is only used if the RenderingDeviceDriver reports the API traits and the capability of sharing texture formats correctly. Aliases created in this way can only be used for sampling: never for writing. In most cases, the formats that do not support sharing do not support unordered access/storage writes in the first place.
2024-05-20 13:04:44 -03:00
Rémi Verschelde d3e261523f
Merge pull request #88289 from DarioSamo/rd_minimized_window
Fix swap chain errors when application starts minimized.
2024-05-17 11:13:31 +02:00
Dario 61cd007cf4 Rewrite implementation for prepare for use commands to be skipped when not required by the API. 2024-05-15 14:34:52 -03:00
Dario d5789e09eb Add optional driver workaround to RenderingDevice for Adreno 6XX.
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-13 10:20:31 -03:00
A Thousand Ships a0dbdcc3ab
Replace `find` with `contains/has` where applicable
* Replaces `find(...) != -1` with `contains` for `String`
* Replaces `find(...) == -1` with `!contains` for `String`
* Replaces `find(...) != -1` with `has` for containers
* Replaces `find(...) == -1` with `!has` for containers
2024-05-08 12:37:42 +02:00
Marcel Offermans 2bb34a4489 Added a project setting to configure the maximum amount of timestamps, with a description and a reference to the setting when the limit is hit and an ERR_FAIL_COND is hit. 2024-05-05 09:09:04 +02:00
Rémi Verschelde 7ebc866418
Merge pull request #91545 from clayjohn/RD-shadow-atlas
Properly set size of shadow atlas quadrant when subdivision is 8 or higher.
2024-05-04 11:52:45 +02:00
clayjohn caeef3473b Properly set size of shadow atlas quadrant when subdivision is 8 or higher.
Also fix renderpass rect validation
2024-05-03 17:11:05 -07:00
Dario c41e407e61 Add draw and dispatch count to timestamp validation. 2024-05-03 14:23:38 -03:00
Rémi Verschelde 258be6d762
Merge pull request #90911 from clayjohn/RD-tex-copy
Ensure minimum block size is respected when doing GPU to CPU copies of compressed textures
2024-04-23 19:11:51 +02:00
clayjohn c52e217cd3 Ensure minimum block size is respected when doing GPU to CPU copies of compressed textures 2024-04-19 10:17:17 -07:00
thimenesup 1ab5a47347 Fix incorrect bounds check in rendering device push constant 2024-04-13 14:53:19 +02:00
Rémi Verschelde 9cba6ec216
Merge pull request #89491 from thimenesup/compute_dispatch_indirect
Expose bindings to compute dispatch indirect of rendering device
2024-04-09 10:42:22 +02:00
thimenesup 8017c8cf21 Expose bindings to compute dispatch indirect rendering device 2024-04-08 20:46:53 +02:00
jsjtxietian 5a5453bcf2 Fixes `RenderingDevice::get_driver_resource` will crash or give incorrect result with certain resources 2024-04-08 12:31:22 +08:00
Dario ecaafa6001 Add toggle for enabling or disabling RenderingDevice's pipeline cache. 2024-04-05 13:14:07 -03:00
Thaddeus Crews 9903e6779b
Enforce template syntax `typename` over `class` 2024-03-07 22:39:09 -06:00
Rémi Verschelde e74f4ea115
Vulkan: Don't warn about pipelines cache if missing
It used to warn when opening a new project because no cache pre-exists,
which isn't particularly helpful.

Also include the rendering method in the cache filename, as it differs
between Forward+ and Mobile for a same GPU.
2024-03-05 16:39:14 +01:00
Robert Yevdokimov 13e82094ee Remove word duplicates in comments and strings, and fix casing and punctuation 2024-02-23 17:28:28 -05:00
Rémi Verschelde dd1d838e09
Merge pull request #88631 from DarioSamo/mobile_subpass_usage_fix
Remove tracking logic for input attachments as it's not necessary.
2024-02-22 11:23:28 +01:00
Dario 5e59c941c9 Remove tracking logic for input attachments as it's not necessary. 2024-02-21 11:18:10 -03:00
Dario ee2d8f68ba Merge execute and present commands for RenderingDeviceDriver. 2024-02-19 13:09:03 -03:00
Anatoli Babenia e25cfffc7f Add `--no-header` option to clean output
* Do not print empty line when header is disabled
* Do not print Vulcan header
* Also add "Print header" project setting (default On)
  (suggested by @kaissouDev)
* Add docs for the project setting
  (with suggestions by @Mickeon and @akien-mga)

Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-15 14:10:11 +03:00
Dario fc8ec5d8a9 Handle error when setting boot image if swap chain is not available. Skip resizing swap chain during screen creation as it's not necessary and can fail when it starts minimized. 2024-02-13 14:19:26 -03:00
Dario 73eff10c76 Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
A Thousand Ships 684752e75b
Replace error checks against `size` with `is_empty` 2024-02-09 12:50:15 +01:00
A Thousand Ships 2a372186ec
Null check improvements 2024-01-19 12:50:21 +01:00
Patrick Dawson a0f9bcc826 Fix usage of index offsets in RenderingDevice 2024-01-09 15:47:52 +01:00
Dario cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
Bastiaan Olij d6caa69e11 Skip swapchain logic if there is nothing to present (Android OpenXR) 2024-01-08 21:51:04 +11:00
Rémi Verschelde 07b88600b7
Merge pull request #86522 from RandomShaper/fix_uset_rebind
RenderingDevice: Fix uniform sets wrongly assumed to be bound
2024-01-02 21:32:25 +01:00
EddieBreeg 8747c67d9e
Fix potential integer underflow in rounded up divisions
A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.

Fixes #80358.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-01-02 14:14:47 +01:00
Pedro J. Estébanez 1c5c8cf6ff RenderingDevice: Fix uniform sets wrongly assumed to be bound 2023-12-26 13:12:32 +01:00
Pedro J. Estébanez 12a519bae2 Split RenderingDevice into API-agnostic and RenderingDeviceDriver parts
Credit and thanks to @bruzvg for multiple build fixes, update of 3rd-party items and MinGW support.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2023-12-20 19:18:08 +01:00
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
A Thousand Ships fdd3d36c6d [Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-09-25 18:45:30 +02:00
Shawn Wallace b12ed82c04 Expose texture_create_from_extension to GDExtension 2023-09-23 16:57:12 -04:00
Rémi Verschelde faaf27f284
Fix various typos with codespell
Also includes typo fixes from #79993, #80068, #80276, and #80303.

Co-authored-by: betalars <contact@betalars.de>
Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com>
Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-08-07 13:09:47 +02:00
Rémi Verschelde 858e8748e8
Fix or workaround recent extension API compatibility issues
- Add compatibility methods for `RenderingDevice::shader_create_from_bytecode`
  and `CodeEdit::get_text_for_symbol_loopup`.
- Silence errors which now have compatibility methods.
- Acknowledge GraphEdit/GraphNode compat breakage, intended and WIP.
2023-08-03 12:07:21 +02:00
Yuri Sizov 1c40263665 Merge pull request #79606 from clayjohn/ShaderRD-compilation-groups
Shader rd compilation groups
2023-08-01 17:25:16 +02:00
Bastiaan Olij 63d6e9c557 Add custom texture create function 2023-07-26 20:46:34 +10:00
clayjohn e970f5249c Add Shader compile groups to RD Shader system
This allows us to specify a subset of variants to compile at load time and conditionally other variants later.

This works seamlessly with shader caching.

Needed to ensure that users only pay the cost for variants they use
2023-07-21 16:42:30 +02:00
Bastiaan Olij a22f495a3c Split raster barrier into vertex and fragment barrier 2023-07-15 12:30:32 +10:00
Bastiaan Olij 6dd47e232b Expose RD::texture_native_handle 2023-06-14 09:58:08 +10:00
Rémi Verschelde 3e6a731904
Merge pull request #76418 from reduz/method-bind-validated-call
Add ValidatedCall to MethodBind
2023-05-08 13:52:42 +02:00
Juan Linietsky 1c93606e47 Add ValidatedCall to MethodBind
* This should optimize GDScript function calling _enormously_.
* It also should simplify the GDScript VM considerably.

NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
2023-04-30 20:01:26 +02:00
Pedro J. Estébanez 09aa1bbdb3 Fix unsupported sampler filter used for voxel GI 2023-04-26 20:54:06 +02:00
Hugo Locurcio 8eb0d0e665
Fix `compute_pieline` typo in `RenderingDevice.compute_pipeline_is_valid()` 2023-04-10 22:32:04 +02:00
EpEpDragon 36d02882b9 Added optional offset and size parameter to RenderDevice buffer_get_data method 2023-01-06 17:08:37 +02:00
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
Yuri Rubinsky 807632a90c Changed `STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT` type to enum flags 2022-12-15 14:10:37 +03:00
Pedro J. Estébanez 14e301467e Refactor SPIR-V reflection into a generic RenderingDevice feature 2022-12-12 14:14:53 +01:00
Yuri Rubinsky 6e48db69a3 Changed `RD::PipelineDynamicStateFlags` type to enum flags 2022-12-11 15:37:35 +03:00
Yuri Rubinsky 5934eef44c Changed `RenderingDevice::TextureUsageBits` type to enum flags 2022-11-26 13:08:07 +03:00
Rémi Verschelde e7418cac3d
Merge pull request #68942 from Chaosus/barrier_mask_flags
Expose `BarrierMask` as flags enum in `RenderingDevice`
2022-11-22 08:31:12 +01:00
Yuri Rubinsky acaf38cfbc Expose `BarrierMask` as flags enum in `RenderingDevice` 2022-11-22 09:45:20 +03:00
Patrick Dawson d7136f2d51 Add `offsets` parameter to RenderingDevice::vertex_array_create 2022-11-11 15:45:36 +01:00
Patrick Dawson e56fc6b338 Expose vertex_array_create 2022-11-03 22:14:55 +01:00
MinusKube f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
kobewi 7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
bruvzg bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
Juan Linietsky f999f52f0a Add a Framebuffer cache
Adds a FramebufferCache singletion that operates the same way as UniformSetCache.

Allows creating framebuffers on the fly (and keep them cached if re-requested) such as:

```C++
RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2);
```
2022-08-05 13:37:29 +02:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Rémi Verschelde dbd560cb68
Merge pull request #53857 from briansemrau/rd-free-rid-bind-rename 2022-01-20 17:24:34 +01:00
Hugo Locurcio 40be15920f
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
Rémi Verschelde 095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde 7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Hugo Locurcio b3174e7af9
Add `RenderingServer.get_video_adapter_type()` method
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Nathan Franke 49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
ChristopheClaustre cc39ba5509 rendering_device: if one compiles with at least on stage without sources, it was always returning an unusable bytecode (because errored) 2021-11-09 22:53:30 +01:00
clayjohn 0eff109a21 Added SSIL post processing effect 2021-11-06 12:43:19 -07:00