godot/servers/rendering/renderer_rd
Hugo Locurcio 89ec3d3bc7
Remove or make verbose some debugging prints
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
..
forward_clustered
forward_mobile
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
effects_rd.cpp
effects_rd.h
pipeline_cache_rd.cpp
pipeline_cache_rd.h
renderer_canvas_render_rd.cpp
renderer_canvas_render_rd.h
renderer_compositor_rd.cpp
renderer_compositor_rd.h
renderer_scene_environment_rd.cpp
renderer_scene_environment_rd.h
renderer_scene_gi_rd.cpp Remove or make verbose some debugging prints 2021-12-05 23:22:23 +01:00
renderer_scene_gi_rd.h
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
renderer_scene_sky_rd.cpp
renderer_scene_sky_rd.h
renderer_storage_rd.cpp Remove or make verbose some debugging prints 2021-12-05 23:22:23 +01:00
renderer_storage_rd.h
SCsub
shader_compiler_rd.cpp Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00
shader_compiler_rd.h
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