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Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
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@@ -64,12 +64,12 @@ Vector<uint8_t> RenderingDevice::shader_compile_spirv_from_source(ShaderStage p_
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ERR_FAIL_COND_V(!compile_to_spirv_function, Vector<uint8_t>());
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return compile_to_spirv_function(p_stage, p_source_code, p_language, r_error, &device_capabilities);
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return compile_to_spirv_function(p_stage, p_source_code, p_language, r_error, this);
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}
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String RenderingDevice::shader_get_spirv_cache_key() const {
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if (get_spirv_cache_key_function) {
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return get_spirv_cache_key_function(&device_capabilities);
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return get_spirv_cache_key_function(this);
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}
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return String();
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}
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@@ -279,6 +279,7 @@ static Vector<RenderingDevice::PipelineSpecializationConstant> _get_spec_constan
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}
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return ret;
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}
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RID RenderingDevice::_render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags, uint32_t p_for_render_pass, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants) {
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PipelineRasterizationState rasterization_state;
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if (p_rasterization_state.is_valid()) {
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