-
-
Notifications
You must be signed in to change notification settings - Fork 24.3k
[4.5] Cherry-picks for the 4.5 branch (future 4.5.2) - 1st batch (rendering) #114746
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[4.5] Cherry-picks for the 4.5 branch (future 4.5.2) - 1st batch (rendering) #114746
Conversation
…eedback shader cache (cherry picked from commit b20466d)
This may mitigate a crash seen in the wild in Rift Riff on Android, most likely trading it for a single-frame rendering bug (which is better than crashing on user devices). It doesn't solve the underlying issue which seems to be a race condition where a uniform set RID gets has been freed while still being reported as owned by the RID_Owner. (cherry picked from commit adb7774)
(cherry picked from commit 3b23931)
(cherry picked from commit 3ef93dc)
… transfer queue family is unsupported. (cherry picked from commit 2bc63dd)
…or pool. (cherry picked from commit bce41d0)
40e44c9 to
45400c7
Compare
(cherry picked from commit b568b06)
(cherry picked from commit 36b7e77)
(cherry picked from commit a62b194)
…on D3D12. (cherry picked from commit 8895dfa)
…D3D12 device. (cherry picked from commit 2331470)
(cherry picked from commit d17ea06)
(cherry picked from commit bfdf863)
(cherry picked from commit e631fce)
45400c7 to
967e028
Compare
|
My last push increased the scope of this PR by adding the remaining I also included |
…create a mesh (cherry picked from commit 1276485)
dc5169c to
23e3457
Compare
Done. So now we should make sure to merge the matching change here for 4.5.2 (or revert that godot-build-scripts cherry-pick if we change our mind). |
For now I'm focusing on rendering fixes, to cross-check with @clayjohn before merging.
The changes in this PR are mainly aimed at resolving crashes on mobile for both OpenGL ES (on PowerVR devices in particular) and Vulkan (on Mali and Adreno devices in particular).
There are some related Android and iOS specific changes to prevent rendering issues.(Platform changes moved to #114762.)And I've also included D3D12 related fixes which were marked for cherry-picking, which should help Godot 4.5 users who want to start using D3D12 as their default driver in production to work around Vulkan driver bugs on Windows.
IMPORTANT: The D3D12 changes require godotengine/godot-build-scripts#137 backported to
4.5for future builds.I haven't touched yet other rendering changes queued for cherry-picking which are more higher level (fixing bugs in rendering methods and not driver-level issues): https://github.com/godotengine/godot/pulls?q=is%3Apr+label%3Acherrypick%3A4.5+is%3Aclosed+label%3Atopic%3Arendering