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godot/modules/glslang
Antonio Caggiano 27e4f24800
raytracing: Initial Vulkan support
- Vulkan implementations in `RenderingDeviceDriverVulkan`.
- Raytracing instruction list in `RenderingDeviceGraph`.
- Functions to create acceleration structures and raytracing pipelines
  in `RenderingDevice`.
- Raygen, Miss, and ClosestHit shader stages support.
- GDScript bindings.
- Update classes documentation.
- Unimplemented placeholders for Metal and D3D12.
- Build acceleration structure command.
- Expose a shader preprocessor define.
- Align build scratch address.
- Create STB after creating the pipeline.
- Separate acceleration structure barriers.
- Use transforms in TLAS instances.
- AnyHit and Intersection stages.
- Optionally set acceleration structure build input buffer usage.
- Introduce instances buffer.
- Move scratch buffers to RenderingDevice.
- Rename AccelerationStructureGeometryBits.
- Use regular buffer creation and free routines for scratch buffer.
- Store trackers in acceleration structures.
- Bump Shader SPIR-V version to 1.4
- Add Position attribute location in blas_create.
- Encapsulate MoltenVK check in preprocessor macro.
- Split SUPPORTS_RAYTRACING for pipeline and query.
2026-01-27 16:17:45 +01:00
..
SCsub Use re-spirv in the Vulkan driver to optimize shaders. 2025-12-02 11:39:11 -03:00
config.py
register_types.cpp raytracing: Initial Vulkan support 2026-01-27 16:17:45 +01:00
register_types.h Style: Replace header guards with `#pragma once` 2025-03-07 17:33:47 -06:00
shader_compile.h Add shader baker to project exporter. 2025-05-27 12:45:27 -03:00