godot/servers/rendering/renderer_rd
2022-09-26 11:54:29 -07:00
..
effects Fix uniform buffer being created every frame is SSAO and SSIL half_size is different 2022-09-13 17:49:32 +10:00
environment Clear last frame directional light buffer when number of lights changes. 2022-09-14 08:30:35 -07:00
forward_clustered Properly initialize motion vectors offset when motion vectors are disabled. 2022-09-22 20:36:01 -07:00
forward_mobile Merge pull request #65541 from clayjohn/renderer-setting 2022-09-20 09:43:59 +02:00
shaders Take FXAA samples from half-pixel coordinates to improve quality 2022-09-26 11:54:29 -07:00
storage_rd Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1 2022-09-22 11:29:48 +02:00
cluster_builder_rd.cpp
cluster_builder_rd.h
effects_rd.cpp Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
effects_rd.h Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
framebuffer_cache_rd.cpp
framebuffer_cache_rd.h Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
pipeline_cache_rd.cpp
pipeline_cache_rd.h
renderer_canvas_render_rd.cpp Fix/restore BackBufferCopy 2022-09-15 02:36:39 +02:00
renderer_canvas_render_rd.h
renderer_compositor_rd.cpp Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
renderer_compositor_rd.h
renderer_scene_render_rd.cpp Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1 2022-09-22 11:29:48 +02:00
renderer_scene_render_rd.h Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
SCsub
shader_rd.cpp
shader_rd.h
uniform_set_cache_rd.cpp
uniform_set_cache_rd.h