- Removes `native_menu.h` dependency from `display_server.h`.
It's now forward-declared in all DisplayServer implementations and should
be included in the .cpp's.
- Removes some unused `rb_set.h` and `rb_map.h` dependencies, which leads to
having to include them explicitly in half the scene and editor codebase...
which shows how much we depend on `display_server.h`.
- Forward-declare `input_event.h`, so now we need only `keyboard.h`.
- Handle border colour availability check with fallback
- Update patch for metal-cpp to add APIs used by Godot
- Fix segfault when freeing MDImmediateLibrary shaders that are still
in flight
- Change MTL::Texture::allocatedBytes call to safe, for visionOS
VulkanMemoryAllocator not updated as it's not versioned together with the SDK, and it
often requires more work.
SPIRV-Reflect: Fix reflection code and remove Godot's SC parsing patch.
Co-authored-by: Dario <dariosamo@gmail.com>
Previously, each mesh was paired up with the first N of each Omni- and Spot-lights.
Now each light is scored based on its distance to the mesh, energy, and range.
The new code uses a heap to track the best N lights (of each type) for predictability.
This PR:
- Fixes the orientation detection logic on Android
- Adds an orientation_changed signal in DisplayServer
Co-Authored-By: bruvzg <7645683+bruvzg@users.noreply.github.com>
- 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.
Changed the implementation
Instead of modifying the hint value, now it works like the PS4 ones, but using MONO instead of RGB.
NS Controllers LED Support Added