godot/servers/rendering/renderer_rd
Stuart Carnie 230adb7511 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
2025-10-24 08:16:19 +11:00
..
effects Overhaul screen space reflections. 2025-10-21 19:23:38 +03:00
environment Push pipeline compilation of various effects to the worker thread pool. 2025-10-13 12:00:23 -03:00
forward_clustered Add Persistent Buffers 2025-10-24 08:16:19 +11:00
forward_mobile Add Persistent Buffers 2025-10-24 08:16:19 +11:00
shaders Use half float precision buffer for 3D when HDR2D is enabled 2025-10-21 13:44:46 -07:00
spirv-reflect SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
storage_rd Add Persistent Buffers 2025-10-24 08:16:19 +11:00
cluster_builder_rd.cpp Rename server "free" functions to "free_rid" to match exposed API 2025-09-30 16:52:25 -07:00
cluster_builder_rd.h [macOS] Selectively bake "no image atomics" shader variants. 2025-07-12 21:05:48 +03:00
framebuffer_cache_rd.cpp Implement hooks into renderer 2024-02-18 21:54:21 +11:00
framebuffer_cache_rd.h Use idiomatic templating vargs in a few places to reduce code. 2025-06-08 12:24:07 +02:00
pipeline_cache_rd.cpp Rename server "free" functions to "free_rid" to match exposed API 2025-09-30 16:52:25 -07:00
pipeline_cache_rd.h Style: Replace header guards with #pragma once 2025-03-07 17:33:47 -06:00
pipeline_deferred_rd.h Push pipeline compilation of various effects to the worker thread pool. 2025-10-13 12:00:23 -03:00
pipeline_hash_map_rd.h Move server files into their subfolders 2025-09-30 19:39:39 -07:00
renderer_canvas_render_rd.cpp Add Persistent Buffers 2025-10-24 08:16:19 +11:00
renderer_canvas_render_rd.h Add Persistent Buffers 2025-10-24 08:16:19 +11:00
renderer_compositor_rd.cpp Add Stretch Modes for Splash Screen 2025-10-21 18:20:44 -04:00
renderer_compositor_rd.h Add Stretch Modes for Splash Screen 2025-10-21 18:20:44 -04:00
renderer_scene_render_rd.cpp Use half float precision buffer for 3D when HDR2D is enabled 2025-10-21 13:44:46 -07:00
renderer_scene_render_rd.h Use half float precision buffer for 3D when HDR2D is enabled 2025-10-21 13:44:46 -07:00
SCsub SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
shader_rd.cpp Add Persistent Buffers 2025-10-24 08:16:19 +11:00
shader_rd.h Add Persistent Buffers 2025-10-24 08:16:19 +11:00
uniform_set_cache_rd.cpp Optimize RenderForwardClustered::_setup_render_pass_uniform_set by reducing Vector allocations during push_back operations 2024-12-02 15:03:50 +01:00
uniform_set_cache_rd.h Use idiomatic templating vargs in a few places to reduce code. 2025-06-08 12:24:07 +02:00