godot/servers/rendering/renderer_rd
reduz cfac8972e1 More optimizations on the mobile renderer.
* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
..
forward_clustered Removes an internal error report if shader fails compile 2021-08-12 10:18:18 +03:00
forward_mobile More optimizations on the mobile renderer. 2021-08-13 14:30:59 -03:00
shaders More optimizations on the mobile renderer. 2021-08-13 14:30:59 -03:00
cluster_builder_rd.cpp
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 Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
renderer_scene_environment_rd.cpp
renderer_scene_environment_rd.h
renderer_scene_gi_rd.cpp
renderer_scene_gi_rd.h
renderer_scene_render_rd.cpp Merge pull request #51025 from reduz/fix-directional-shadow-bias 2021-08-13 16:45:49 +02:00
renderer_scene_render_rd.h
renderer_scene_sky_rd.cpp Merge pull request #50682 from aaronfranke/basis-looking-at 2021-08-10 11:28:12 +02:00
renderer_scene_sky_rd.h
renderer_storage_rd.cpp Merge pull request #51580 from aaronfranke/particles-real-double 2021-08-12 20:51:21 +02:00
renderer_storage_rd.h Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
SCsub
shader_compiler_rd.cpp Fix shader crash when using local var with the same name as varying 2021-08-13 09:20:16 +03:00
shader_compiler_rd.h
shader_rd.cpp
shader_rd.h Removes an internal error report if shader fails compile 2021-08-12 10:18:18 +03:00