godot/servers/rendering/renderer_rd
Matias N. Goldberg e605ad93c7 Fix inefficient upload in Mobile Shadows
Clustered performs the following shadow rendering steps

1. Process objects [0; 10) for cascade 0.
2. Process objects [10; 30) for cascade 1.
3. Process objects [30; 100) for cascade 2.
4. Upload objects [0; 100) to GPU.
5. Draw all cascades.

Mobile was supposed to be doing the same, but instead was doing:

1. Process objects [0; 10) for cascade 0.
2. Upload objects [0; 10) to GPU.
3. Process objects [10; 30) for cascade 1.
4. Upload objects [0; 30) to GPU.
5. Process objects [30; 100) for cascade 2.
6. Upload objects [0; 100) to GPU.
7. Draw all cascades.

That is, always reuploaded everything from scratch.
Therefore it pointlessly (and with geometric growth) wasted BW.
2025-03-05 15:21:25 -03:00
..
effects Fix uninitialized value in Tonemap 2025-02-20 16:51:41 -03:00
environment Merge pull request #101112 from clayjohn/skyrd-fov 2025-01-09 20:51:26 +01:00
forward_clustered Fix render info primitive count per TRIANGLE_STRIP 2025-02-15 23:50:07 +01:00
forward_mobile Fix inefficient upload in Mobile Shadows 2025-03-05 15:21:25 -03:00
shaders Fix 2D instance params crashing using outside of main() 2025-02-27 22:10:56 +00:00
spirv-reflect SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
storage_rd Merge pull request #95912 from etodd/particle-pause-jitter-fix 2025-03-04 01:00:10 +01:00
cluster_builder_rd.cpp Resolve load and store ops automatically for render passes for discardable textures. 2024-11-25 11:27:48 -03:00
cluster_builder_rd.h Fix wide angle spotlight clustering 2024-12-13 11:28:42 +01:00
framebuffer_cache_rd.cpp Implement hooks into renderer 2024-02-18 21:54:21 +11:00
framebuffer_cache_rd.h Implement hooks into renderer 2024-02-18 21:54:21 +11:00
pipeline_cache_rd.cpp Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile. 2024-10-02 15:11:58 -03:00
pipeline_cache_rd.h Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile. 2024-10-02 15:11:58 -03:00
pipeline_hash_map_rd.h Mark pipeline compilation of ubershaders as high priority. 2025-01-28 11:40:05 -03:00
renderer_canvas_render_rd.cpp Merge pull request #102905 from kleonc/render_info_fix_primitive_count_per_triangle_strip 2025-03-05 12:07:47 -06:00
renderer_canvas_render_rd.h 2D: Fix CanvasTexture rendering when updating channels 2025-01-24 07:01:37 +11:00
renderer_compositor_rd.cpp [iOS] Sync the boot splash and the launch screen image scale modes 2025-02-12 17:41:18 +01:00
renderer_compositor_rd.h Remove unused headers in servers. 2024-12-20 18:51:01 +08:00
renderer_scene_render_rd.cpp Merge pull request #99407 from devloglogan/rec-resolution 2025-01-10 23:05:46 +01:00
renderer_scene_render_rd.h Metal: Add MetalFX upscaling support 2025-01-06 06:03:18 -07:00
SCsub SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
shader_rd.cpp Use separate WorkThreadPool for shader compiler. 2025-03-03 22:28:39 +02:00
shader_rd.h Remove unused headers in servers. 2024-12-20 18:51:01 +08:00
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 Optimize RenderForwardClustered::_setup_render_pass_uniform_set by reducing Vector allocations during push_back operations 2024-12-02 15:03:50 +01:00