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Merge commit godotengine/godot@80f0b33 #759

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Oct 19, 2024
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4612838
Docs: Add cross-links to antialiasing project settings
tetrapod00 Sep 12, 2024
5af917e
Fix mouse clamping in Animation Bezier box select
kitbdev Sep 28, 2024
ecb56fc
Make EditorFileDialog's Recent and Fav list show full path in tooltip
timothyqiu Oct 6, 2024
84b15a2
ItemList - Fix right padding missing
Gamemap Oct 6, 2024
9f6c88d
update MenuBar after child renamed in editor
syntaxerror247 Oct 8, 2024
0bc59c7
GDScript: Add missing static default initialization for typed diction…
dalexeev Oct 11, 2024
0818408
Fix wrong Wayland path if building with opengl3=no
darksylinc Oct 12, 2024
5777a3f
added ability to add extra codesign entitlements for macos from godot…
TCROC Oct 13, 2024
cef5155
Move preprocessor to end of line for iterator, remove redeclaration i…
Oct 14, 2024
8d3e9aa
Revert incorrect rounding when 2D transform snapping
kleonc Oct 15, 2024
e4b8cd2
[Font Importer] Update Unicode block list to Unicode 16.0
bruvzg Oct 15, 2024
fb58ea6
Fixed Remote Nodes missing custom icons
CrayolaEater Feb 17, 2024
920fd47
Fix `CONTAINER_PROJECT_SETTING_TAB_RIGHT` option of `EditorPlugin` to…
allenwp Oct 15, 2024
d29e7b6
Fix initial skin update timing in Skeleton3D
TokageItLab Oct 9, 2024
7261321
Show correct icons in EditorDebuggerRemoteObject
jaydensipe Oct 15, 2024
db194f0
Replaced some distance checks with square distance checks in NavMap, …
MajorMcDoom Jun 10, 2024
9ed655d
Don't flip playback control buttons in RTL layout
timothyqiu Oct 16, 2024
7ee72d2
Update use_native_dialog description in FileDialog
syntaxerror247 Oct 15, 2024
90c35f3
Fix Android app permissions for SDK levels earlier than 28
and-rad Oct 16, 2024
e7e0e65
Fix wording in description of `store_line` and `store_string`
timothyqiu Oct 16, 2024
e64662c
Merge pull request #98210 from allenwp/fix-CONTAINER_PROJECT_SETTING_…
Repiteo Oct 16, 2024
7f108cf
Merge pull request #88427 from CrayolaEater/fix-no-icons-on-remote-nodes
Repiteo Oct 16, 2024
c032acb
Merge pull request #98156 from jaydensipe/show-custom-icons-in-remote…
Repiteo Oct 16, 2024
6ccff9b
Merge pull request #98126 from TCROC/macos-codesign-additional-entitl…
Repiteo Oct 16, 2024
30a2a80
Merge pull request #98127 from darksylinc/matias-wayland-build-error
Repiteo Oct 16, 2024
74328ac
Merge pull request #98195 from kleonc/2d_transform_snapping_revert_in…
Repiteo Oct 16, 2024
78dbd39
Merge pull request #98196 from bruvzg/u16_list
Repiteo Oct 16, 2024
e4093b5
Merge pull request #98202 from syntaxerror247/patch-1
Repiteo Oct 16, 2024
324659f
Merge pull request #97564 from kitbdev/animation-bezier-editor-fix-bo…
Repiteo Oct 16, 2024
04692d8
Merge pull request #98238 from timothyqiu/not-append
Repiteo Oct 16, 2024
3d07fce
Fix typos in `AnimationMarkerEdit`
timothyqiu Oct 16, 2024
f61fe27
Don't pseudolocalize empty strings
timothyqiu Oct 17, 2024
7a936e8
Rewrite semaphore handling for transfer workers.
DarioSamo Oct 15, 2024
a2117f5
Merge pull request #98187 from EnlightenedOne/98102
clayjohn Oct 17, 2024
c6b94ca
Merge pull request #93005 from CozyCubeGames/sqr-dist-optimization
clayjohn Oct 17, 2024
be9e42c
Merge pull request #97888 from Gamemap/Itemlist-fix-right-padding
clayjohn Oct 17, 2024
acc3786
Merge pull request #98009 from TokageItLab/init-skel-skin
clayjohn Oct 17, 2024
e50b864
Merge pull request #98085 from dalexeev/gds-fix-typed-dict-static-def…
clayjohn Oct 17, 2024
f6279ff
Merge pull request #97885 from timothyqiu/useful-tooltip
clayjohn Oct 17, 2024
cdf45f7
Merge pull request #96893 from tetrapod00/docs-crosslink-antialiasing
clayjohn Oct 17, 2024
0ce4d8f
Merge pull request #98086 from DarioSamo/transfer-queues-semaphores
clayjohn Oct 17, 2024
1435247
Merge pull request #98222 from timothyqiu/media-control-rtl
clayjohn Oct 17, 2024
4dd0b67
Merge pull request #98254 from timothyqiu/marker-typos
clayjohn Oct 18, 2024
14fc9a5
Merge pull request #98230 from and-rad/android_permissions
clayjohn Oct 18, 2024
4631a61
Merge pull request #98255 from timothyqiu/form-is-indeed-emptiness
clayjohn Oct 18, 2024
8c3e46b
Move transitions of textures initialized by transfer workers to the m…
DarioSamo Oct 17, 2024
58a7f9b
Merge pull request #98271 from DarioSamo/d3d12-enhanced-barrier-fix
clayjohn Oct 18, 2024
80f0b33
Merge pull request #97977 from syntaxerror247/menu_bar_refresh_bug
clayjohn Oct 18, 2024
ebbe3e8
Merge commit godotengine/godot@80f0b33313dae52d072ba2771a88ebcc4f0b4d6d
Spartan322 Oct 18, 2024
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4 changes: 4 additions & 0 deletions core/string/translation_domain.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -391,6 +391,10 @@ void TranslationDomain::set_pseudolocalization_suffix(const String &p_suffix) {
}

StringName TranslationDomain::pseudolocalize(const StringName &p_message) const {
if (p_message.is_empty()) {
return p_message;
}

String message = p_message;
int length = message.length();
if (pseudolocalization.override_enabled) {
Expand Down
4 changes: 2 additions & 2 deletions doc/classes/FileAccess.xml
Original file line number Diff line number Diff line change
Expand Up @@ -474,7 +474,7 @@
<return type="void" />
<param index="0" name="line" type="String" />
<description>
Appends [param line] to the file followed by a line return character ([code]\n[/code]), encoding the text as UTF-8.
Stores [param line] in the file followed by a newline character ([code]\n[/code]), encoding the text as UTF-8.
</description>
</method>
<method name="store_pascal_string">
Expand All @@ -496,7 +496,7 @@
<return type="void" />
<param index="0" name="string" type="String" />
<description>
Appends [param string] to the file without a line return, encoding the text as UTF-8.
Stores [param string] in the file without a newline character ([code]\n[/code]), encoding the text as UTF-8.
[b]Note:[/b] This method is intended to be used to write text files. The string is stored as a UTF-8 encoded buffer without string length or terminating zero, which means that it can't be loaded back easily. If you want to store a retrievable string in a binary file, consider using [method store_pascal_string] instead. For retrieving strings from a text file, you can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know the length) or [method get_as_text].
</description>
</method>
Expand Down
2 changes: 1 addition & 1 deletion doc/classes/FileDialog.xml
Original file line number Diff line number Diff line change
Expand Up @@ -164,7 +164,7 @@
<member name="size" type="Vector2i" setter="set_size" getter="get_size" overrides="Window" default="Vector2i(640, 360)" />
<member name="title" type="String" setter="set_title" getter="get_title" overrides="Window" default="&quot;Save a File&quot;" />
<member name="use_native_dialog" type="bool" setter="set_use_native_dialog" getter="get_use_native_dialog" default="false">
If [code]true[/code], [member access] is set to [constant ACCESS_FILESYSTEM], and it is supported by the current [DisplayServer], OS native dialog will be used instead of custom one.
If [code]true[/code], and if supported by the current [DisplayServer], OS native dialog will be used instead of custom one.
[b]Note:[/b] On Linux and macOS, sandboxed apps always use native dialogs to access the host file system.
[b]Note:[/b] On macOS, sandboxed apps will save security-scoped bookmarks to retain access to the opened folders across multiple sessions. Use [method OS.get_granted_permissions] to get a list of saved bookmarks.
[b]Note:[/b] Native dialogs are isolated from the base process, file dialog properties can't be modified once the dialog is shown.
Expand Down
12 changes: 8 additions & 4 deletions doc/classes/ProjectSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -2376,26 +2376,30 @@
[b]Note:[/b] It is not recommended to use this setting together with [member rendering/2d/snap/snap_2d_transforms_to_pixel], as movement may appear even less smooth. Prefer only enabling that setting instead.
</member>
<member name="rendering/anti_aliasing/quality/msaa_2d" type="int" setter="" getter="" default="0">
Sets the number of MSAA samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
Sets the number of multisample antialiasing (MSAA) samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
[b]Note:[/b] MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
[b]Note:[/b] This property is only read when the project starts. To set the number of 2D MSAA samples at runtime, set [member Viewport.msaa_2d] or use [method RenderingServer.viewport_set_msaa_2d].
</member>
<member name="rendering/anti_aliasing/quality/msaa_3d" type="int" setter="" getter="" default="0">
Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
Sets the number of multisample antialiasing (MSAA) samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also [member rendering/scaling_3d/mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
[b]Note:[/b] This property is only read when the project starts. To set the number of 3D MSAA samples at runtime, set [member Viewport.msaa_3d] or use [method RenderingServer.viewport_set_msaa_3d].
</member>
<member name="rendering/anti_aliasing/quality/screen_space_aa" type="int" setter="" getter="" default="0">
Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
Another way to combat specular aliasing is to enable [member rendering/anti_aliasing/screen_space_roughness_limiter/enabled].
[b]Note:[/b] Screen-space antialiasing is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
[b]Note:[/b] This property is only read when the project starts. To set the screen-space antialiasing mode at runtime, set [member Viewport.screen_space_aa] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_screen_space_aa].
</member>
<member name="rendering/anti_aliasing/quality/use_debanding" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS].
In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
[b]Note:[/b] This property is only read when the project starts. To set debanding at run-time, set [member Viewport.use_debanding] on the root [Viewport] instead.
[b]Note:[/b] This property is only read when the project starts. To set debanding at runtime, set [member Viewport.use_debanding] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_use_debanding].
</member>
<member name="rendering/anti_aliasing/quality/use_taa" type="bool" setter="" getter="" default="false">
Enables Temporal Anti-Aliasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
Enables temporal antialiasing for the default screen [Viewport]. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see [member rendering/textures/default_filters/texture_mipmap_bias]).
[b]Note:[/b] The implementation is not complete yet. Some visual instances such as particles and skinned meshes may show ghosting artifacts in motion.
[b]Note:[/b] TAA is only supported in the Forward+ rendering method, not Mobile or Compatibility.
[b]Note:[/b] This property is only read when the project starts. To set TAA at runtime, set [member Viewport.use_taa] on the root [Viewport] instead, or use [method RenderingServer.viewport_set_use_taa].
</member>
<member name="rendering/anti_aliasing/screen_space_roughness_limiter/amount" type="float" setter="" getter="" default="0.25">
[b]Note:[/b] This property is only read when the project starts. To control the screen-space roughness limiter at runtime, call [method RenderingServer.screen_space_roughness_limiter_set_active] instead.
Expand Down
10 changes: 5 additions & 5 deletions doc/classes/RenderingServer.xml
Original file line number Diff line number Diff line change
Expand Up @@ -3917,15 +3917,15 @@
<param index="0" name="viewport" type="RID" />
<param index="1" name="msaa" type="int" enum="RenderingServer.ViewportMSAA" />
<description>
Sets the multisample anti-aliasing mode for 2D/Canvas on the specified [param viewport] RID. See [enum ViewportMSAA] for options.
Sets the multisample antialiasing mode for 2D/Canvas on the specified [param viewport] RID. See [enum ViewportMSAA] for options. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/msaa_2d] or [member Viewport.msaa_2d].
</description>
</method>
<method name="viewport_set_msaa_3d">
<return type="void" />
<param index="0" name="viewport" type="RID" />
<param index="1" name="msaa" type="int" enum="RenderingServer.ViewportMSAA" />
<description>
Sets the multisample anti-aliasing mode for 3D on the specified [param viewport] RID. See [enum ViewportMSAA] for options.
Sets the multisample antialiasing mode for 3D on the specified [param viewport] RID. See [enum ViewportMSAA] for options. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/msaa_3d] or [member Viewport.msaa_3d].
</description>
</method>
<method name="viewport_set_occlusion_culling_build_quality">
Expand Down Expand Up @@ -4007,7 +4007,7 @@
<param index="0" name="viewport" type="RID" />
<param index="1" name="mode" type="int" enum="RenderingServer.ViewportScreenSpaceAA" />
<description>
Sets the viewport's screen-space antialiasing mode.
Sets the viewport's screen-space antialiasing mode. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa] or [member Viewport.screen_space_aa].
</description>
</method>
<method name="viewport_set_sdf_oversize_and_scale">
Expand Down Expand Up @@ -4074,7 +4074,7 @@
<param index="0" name="viewport" type="RID" />
<param index="1" name="enable" type="bool" />
<description>
If [code]true[/code], enables debanding on the specified viewport. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding].
If [code]true[/code], enables debanding on the specified viewport. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding] or [member Viewport.use_debanding].
</description>
</method>
<method name="viewport_set_use_hdr_2d">
Expand All @@ -4099,7 +4099,7 @@
<param index="0" name="viewport" type="RID" />
<param index="1" name="enable" type="bool" />
<description>
If [code]true[/code], use Temporal Anti-Aliasing. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_taa].
If [code]true[/code], use temporal antialiasing. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_taa] or [member Viewport.use_taa].
</description>
</method>
<method name="viewport_set_use_xr">
Expand Down
13 changes: 9 additions & 4 deletions doc/classes/Viewport.xml
Original file line number Diff line number Diff line change
Expand Up @@ -312,10 +312,12 @@
[b]Note:[/b] [member mesh_lod_threshold] does not affect [GeometryInstance3D] visibility ranges (also known as "manual" LOD or hierarchical LOD).
</member>
<member name="msaa_2d" type="int" setter="set_msaa_2d" getter="get_msaa_2d" enum="Viewport.MSAA" default="0">
The multisample anti-aliasing mode for 2D/Canvas rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. This has no effect on shader-induced aliasing or texture aliasing.
The multisample antialiasing mode for 2D/Canvas rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of [constant Viewport.MSAA_2X] or [constant Viewport.MSAA_4X] is best unless targeting very high-end systems. This has no effect on shader-induced aliasing or texture aliasing.
See also [member ProjectSettings.rendering/anti_aliasing/quality/msaa_2d] and [method RenderingServer.viewport_set_msaa_2d].
</member>
<member name="msaa_3d" type="int" setter="set_msaa_3d" getter="get_msaa_3d" enum="Viewport.MSAA" default="0">
The multisample anti-aliasing mode for 3D rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of 2 or 4 is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
The multisample antialiasing mode for 3D rendering. A higher number results in smoother edges at the cost of significantly worse performance. A value of [constant Viewport.MSAA_2X] or [constant Viewport.MSAA_4X] is best unless targeting very high-end systems. See also bilinear scaling 3d [member scaling_3d_mode] for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
See also [member ProjectSettings.rendering/anti_aliasing/quality/msaa_3d] and [method RenderingServer.viewport_set_msaa_3d].
</member>
<member name="own_world_3d" type="bool" setter="set_use_own_world_3d" getter="is_using_own_world_3d" default="false">
If [code]true[/code], the viewport will use a unique copy of the [World3D] defined in [member world_3d].
Expand Down Expand Up @@ -365,6 +367,7 @@
</member>
<member name="screen_space_aa" type="int" setter="set_screen_space_aa" getter="get_screen_space_aa" enum="Viewport.ScreenSpaceAA" default="0">
Sets the screen-space antialiasing method used. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.
See also [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa] and [method RenderingServer.viewport_set_screen_space_aa].
</member>
<member name="sdf_oversize" type="int" setter="set_sdf_oversize" getter="get_sdf_oversize" enum="Viewport.SDFOversize" default="1">
Controls how much of the original viewport's size should be covered by the 2D signed distance field. This SDF can be sampled in [CanvasItem] shaders and is also used for [GPUParticles2D] collision. Higher values allow portions of occluders located outside the viewport to still be taken into account in the generated signed distance field, at the cost of performance. If you notice particles falling through [LightOccluder2D]s as the occluders leave the viewport, increase this setting.
Expand All @@ -389,8 +392,9 @@
If [code]true[/code], the viewport should render its background as transparent.
</member>
<member name="use_debanding" type="bool" setter="set_use_debanding" getter="is_using_debanding" default="false">
If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS]. See also [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding].
If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS].
In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
See also [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding] and [method RenderingServer.viewport_set_use_debanding].
</member>
<member name="use_hdr_2d" type="bool" setter="set_use_hdr_2d" getter="is_using_hdr_2d" default="false">
If [code]true[/code], 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
Expand All @@ -402,8 +406,9 @@
[b]Note:[/b] Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with [code]module_raycast_enabled=yes[/code].
</member>
<member name="use_taa" type="bool" setter="set_use_taa" getter="is_using_taa" default="false">
Enables Temporal Anti-Aliasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
Enables temporal antialiasing for this viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion.
[b]Note:[/b] The implementation is not complete yet, some visual instances such as particles and skinned meshes may show artifacts.
See also [member ProjectSettings.rendering/anti_aliasing/quality/use_taa] and [method RenderingServer.viewport_set_use_taa].
</member>
<member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
Expand Down
4 changes: 4 additions & 0 deletions drivers/d3d12/rendering_device_driver_d3d12.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2005,6 +2005,8 @@ static D3D12_BARRIER_LAYOUT _rd_texture_layout_to_d3d12_barrier_layout(RDD::Text
switch (p_texture_layout) {
case RDD::TEXTURE_LAYOUT_UNDEFINED:
return D3D12_BARRIER_LAYOUT_UNDEFINED;
case RDD::TEXTURE_LAYOUT_GENERAL:
return D3D12_BARRIER_LAYOUT_COMMON;
case RDD::TEXTURE_LAYOUT_STORAGE_OPTIMAL:
return D3D12_BARRIER_LAYOUT_UNORDERED_ACCESS;
case RDD::TEXTURE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
Expand Down Expand Up @@ -6177,6 +6179,8 @@ uint64_t RenderingDeviceDriverD3D12::api_trait_get(ApiTrait p_trait) {
return false;
case API_TRAIT_CLEARS_WITH_COPY_ENGINE:
return false;
case API_TRAIT_USE_GENERAL_IN_COPY_QUEUES:
return true;
default:
return RenderingDeviceDriver::api_trait_get(p_trait);
}
Expand Down
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