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Add Persistent Buffers
This work is a heavily refactored and rewritten from TheForge's initial code. TheForge's original code had too many race conditions and was fundamentally flawed as it was too easy to incur into those data races by accident. However they identified the proper places that needed changes, and the idea was sound. I used their work as a blueprint to design this work. This PR implements: - Introduction of UMA buffers used by a few buffers (most notably the ones filled by _fill_instance_data). Ironically this change seems to positively affect PC more than it does on Mobile. Updates D3D12 Memory Allocator to get GPU_UPLOAD heap support. Metal implementation by Stuart Carnie. Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com> Co-authored-by: TheForge team
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@@ -2151,7 +2151,17 @@
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<constant name="UNIFORM_TYPE_INPUT_ATTACHMENT" value="9" enum="UniformType">
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Input attachment uniform.
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</constant>
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<constant name="UNIFORM_TYPE_MAX" value="10" enum="UniformType">
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<constant name="UNIFORM_TYPE_UNIFORM_BUFFER_DYNAMIC" value="10" enum="UniformType">
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Same as UNIFORM_TYPE_UNIFORM_BUFFER but for buffers created with BUFFER_CREATION_DYNAMIC_PERSISTENT_BIT.
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[b]Note:[/b] This flag is not available to GD users due to being too dangerous (i.e. wrong usage can result in visual glitches).
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It's exposed in case GD users receive a buffer created with such flag from Godot.
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</constant>
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<constant name="UNIFORM_TYPE_STORAGE_BUFFER_DYNAMIC" value="11" enum="UniformType">
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Same as UNIFORM_TYPE_STORAGE_BUFFER but for buffers created with BUFFER_CREATION_DYNAMIC_PERSISTENT_BIT.
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[b]Note:[/b] This flag is not available to GD users due to being too dangerous (i.e. wrong usage can result in visual glitches).
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It's exposed in case GD users receive a buffer created with such flag from Godot.
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</constant>
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<constant name="UNIFORM_TYPE_MAX" value="12" enum="UniformType">
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Represents the size of the [enum UniformType] enum.
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</constant>
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<constant name="RENDER_PRIMITIVE_POINTS" value="0" enum="RenderPrimitive">
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