Yuri Rubinsky
6732a0fd86
Merge pull request #98448 from Chaosus/shader_global_builtins
...
🔗 GHA / 📊 Static checks (push) Waiting to run
🔗 GHA / 🤖 Android (push) Blocked by required conditions
🔗 GHA / 🍏 iOS (push) Blocked by required conditions
🔗 GHA / 🐧 Linux (push) Blocked by required conditions
🔗 GHA / 🍎 macOS (push) Blocked by required conditions
🔗 GHA / 🏁 Windows (push) Blocked by required conditions
🔗 GHA / 🌐 Web (push) Blocked by required conditions
🔗 GHA / 🪲 Godot CPP (push) Blocked by required conditions
Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins global
2024-10-25 13:55:14 +03:00
Clay John
78a4e634f0
Merge pull request #98257 from Rudolph-B/94210-B
...
🔗 GHA / 📊 Static checks (push) Waiting to run
🔗 GHA / 🤖 Android (push) Blocked by required conditions
🔗 GHA / 🍏 iOS (push) Blocked by required conditions
🔗 GHA / 🐧 Linux (push) Blocked by required conditions
🔗 GHA / 🍎 macOS (push) Blocked by required conditions
🔗 GHA / 🏁 Windows (push) Blocked by required conditions
🔗 GHA / 🌐 Web (push) Blocked by required conditions
🔗 GHA / 🪲 Godot CPP (push) Blocked by required conditions
Fix to occlusion culling where all math is based on Euclidean distance.
2024-10-24 21:06:56 -07:00
Thaddeus Crews
cfc05c5e0f
Merge pull request #85338 from EMBYRDEV/shadow-caster-mask
...
Add `shadow_caster_mask` to Light3D.
2024-10-24 13:22:59 -05:00
Thaddeus Crews
ba4e67e55e
Merge pull request #98266 from m-pranav-r/fix-light-visual-instance
...
Fix light culling mask behavior in Mobile and Compat renderers
2024-10-24 13:22:58 -05:00
Thaddeus Crews
9f908a3a5b
Merge pull request #86103 from ecmjohnson/fix-inside-volfog
...
Fix volumetric fog artifacts when inside the fog
2024-10-24 13:22:57 -05:00
Thaddeus Crews
52bbbd4338
Merge pull request #98247 from TCROC/fix-headless-graphics-driver-and-shader-crash
...
Don't create rendering device or parse glsl shader in headless mode
2024-10-24 13:22:53 -05:00
Thaddeus Crews
8c52533aed
Merge pull request #86539 from stechyo/gdext/expose-audio-playback-methods
...
Expose some AudioStreamPlayback methods (namely `mix_audio()`).
2024-10-24 13:22:35 -05:00
Chaosus
463e81413e
Make OUTPUT_IS_SRGB/CLIP_SPACE_FAR
shader built-ins global
2024-10-24 12:32:05 +03:00
Yuri Rubinsky
ff9fb0abea
Merge pull request #93590 from Chaosus/shader_custom_func_discard
...
🔗 GHA / 📊 Static checks (push) Waiting to run
🔗 GHA / 🤖 Android (push) Blocked by required conditions
🔗 GHA / 🍏 iOS (push) Blocked by required conditions
🔗 GHA / 🐧 Linux (push) Blocked by required conditions
🔗 GHA / 🍎 macOS (push) Blocked by required conditions
🔗 GHA / 🏁 Windows (push) Blocked by required conditions
🔗 GHA / 🌐 Web (push) Blocked by required conditions
🔗 GHA / 🪲 Godot CPP (push) Blocked by required conditions
Allow usage of `discard` inside custom shader functions
2024-10-24 09:38:10 +03:00
Yuri Rubinsky
03641a425f
Merge pull request #93650 from Chaosus/shader_stage_custom_funcs
...
Allow using stage functions inside custom shader functions
2024-10-24 09:32:04 +03:00
m-pranav-r
fcea158927
Fixed light culling mask behavior in Mobile and Compat renderers
2024-10-23 08:38:56 +05:30
Matias N. Goldberg
668c9b74e2
Fix race conditions in breadcrumbs
...
Adds "--accurate-breadcrumbs" CLI command
Additionally, leave out breadcrumbs code in non-debug, non-dev builds.
Fix regression introduced in #98388 where command_insert_breadcrumb() is
called even in non-debug builds.
Fixes #98338
2024-10-22 22:08:46 -03:00
Hugo Locurcio
77c31b9cc8
Add AudioServer.get_driver_name()
to get the actual audio driver name
...
The project setting does not reflect CLI argument overrides
(including `--headless` which sets the audio driver to `Dummy`),
so it can't be reliably used to detect which audio driver is
actually being used at run-time.
2024-10-22 23:14:59 +02:00
Travis Lange
2e1fc241f9
fix headless import attempting to load graphics driver
2024-10-22 16:17:09 -04:00
Clay John
533c616cb8
Merge pull request #98391 from RandomShaper/rd_thread_switch
...
🔗 GHA / 📊 Static checks (push) Waiting to run
🔗 GHA / 🤖 Android (push) Blocked by required conditions
🔗 GHA / 🍏 iOS (push) Blocked by required conditions
🔗 GHA / 🐧 Linux (push) Blocked by required conditions
🔗 GHA / 🍎 macOS (push) Blocked by required conditions
🔗 GHA / 🏁 Windows (push) Blocked by required conditions
🔗 GHA / 🌐 Web (push) Blocked by required conditions
🔗 GHA / 🪲 Godot CPP (push) Blocked by required conditions
Implement thread ownership change for RenderingDevice
2024-10-22 13:10:32 -07:00
Thaddeus Crews
7815ccbdd5
Merge pull request #98294 from Calinou/texture-placeholders-use-shared-copy
...
Use a shared copy of placeholder textures, tweak placeholder appearance
2024-10-21 16:39:29 -05:00
Thaddeus Crews
7dbea98c49
Merge pull request #97005 from Repiteo/core/window-corner-style
...
Core: Add `DisplayServer` flag for sharp corners
2024-10-21 16:39:25 -05:00
Thaddeus Crews
1a9628f937
Merge pull request #98267 from Chaosus/shader_pp_error
...
Add `#error` preprocessor directive to shading language
2024-10-21 16:39:23 -05:00
Thaddeus Crews
a14e9e99e5
Merge pull request #98388 from DarioSamo/sync-fixes
...
Improve synchronization of rendering after changes from transfer queues.
2024-10-21 16:39:21 -05:00
Thaddeus Crews
178342b058
Merge pull request #98258 from LainAmongYou/fix-bgra
...
Add support for BGRA textures with Texture*RD
2024-10-21 16:39:20 -05:00
Thaddeus Crews
291e4b78e2
Merge pull request #98237 from dustdfg/os_transitive_image_headers_refactor
...
Don't include `core/io/image.h` in `core/os/os.h`
2024-10-21 16:39:15 -05:00
Thaddeus Crews
c145e85011
Merge pull request #98226 from m-pranav-r/fix-volumetric-shadows
...
Fix incorrect depth comparison used to calculate volumetric fog shadowing
2024-10-21 16:39:11 -05:00
Thaddeus Crews
5e65747d90
Merge pull request #97925 from huwpascoe/lightmap_dynamic_bugfix
...
Fix updating dynamic objects in LightmapGI
2024-10-21 16:39:04 -05:00
Pedro J. Estébanez
d5d509bbd6
Implement thread ownership change for RenderingDevice
2024-10-21 20:56:42 +02:00
Dario
4ad424234f
Improve synchronization of rendering commands after changes from transfer queues.
...
Fix an error where barriers are expected to be inserted for the swap chain textures.
Add the relevant synchronization stages and accesses to resources between frames.
Fix an error where debug labels weren't finished correctly between frames.
Breadcrumbs are now behind an optional macro as they currently lead to synchronization errors which are harmless.
2024-10-21 11:27:56 -03:00
clayjohn
62516df757
Precompute projection matrices when rendering 2D shadows
2024-10-18 11:55:00 -07:00
Thaddeus Crews
f8c4a683d7
Core: Add DisplayServer
flag for sharp corners
2024-10-18 11:20:21 -05:00
Yevhen Babiichuk (DustDFG)
af6d260c17
Don't include core/io/image.h
in core/os/os.h
...
`core/os/os.h` doesn't use `core/io/image.h`. It just brings
transitive dependencies. Lots of dependencies because `core/os/os.h`
is transitively included in almost every file of godot
Also added `core/io/image.h` into files^1 where `Ref<Image>` and `core/os/os.h`
were used to prevent obscure errors involving `Ref<Image>`
^1 except those which include `core/io/image_loader.h` or `core/io/image.h` by
corresponding .h file with the same name
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-10-18 19:04:19 +03:00
Hugo Locurcio
35a20fa96a
Use a shared copy of placeholder textures, tweak placeholder appearance
...
This reduces memory usage a bit in case multiple placeholders were
requested, e.g. when using multiple NoiseTextures with no noise property
defined.
The placeholder texture's appearance was also changed from a plain magenta
color to a checkerboard alternating between magenta and black pixels.
This makes it easier to spot when the placeholder texture ends up
being used in a complex scene (usually by accident).
The texture's dimensions remain identical to keep the physical size
identical in 2D.
2024-10-18 14:51:51 +02:00
Dario
8c3e46b13b
Move transitions of textures initialized by transfer workers to the main graphics queue.
...
Also adds a new possible texture layout and API trait to support a particular behavior in D3D12 where only the COMMON layout is supported in copy queues. Fixes #98158 .
2024-10-18 09:15:25 -03:00
Chaosus
155cf6a5b6
Add #error
preprocessor directive to shading language
2024-10-18 10:56:58 +03:00
Clay John
0ce4d8fcd3
Merge pull request #98086 from DarioSamo/transfer-queues-semaphores
...
Rewrite semaphore handling for transfer workers.
2024-10-17 16:54:43 -07:00
Clay John
a2117f5796
Merge pull request #98187 from EnlightenedOne/98102
...
Fix Mobile Renderer - Shadow Disabled and User Vertex Lighting flags
2024-10-17 16:37:09 -07:00
Dario
7a936e8bac
Rewrite semaphore handling for transfer workers.
2024-10-17 14:07:08 -03:00
yesfish
274076c5be
Lightmap Dynamic Bugfix
2024-10-17 16:27:30 +01:00
Yuri Rubinsky
ad7e7a51b2
Allow usage of discard
inside custom shader functions
2024-10-17 16:06:33 +03:00
Yuri Rubinsky
74c000db17
Allow using stage functions inside custom shader functions
2024-10-17 15:47:01 +03:00
Lain
4e6d9813b2
Add support for BGRA textures with Texture*RD
...
This adds the ability to use BGRA textures created with RenderingDevice
with classes such as Texture2DRD.
2024-10-16 22:31:43 -07:00
Rudolph Bester
ed3f990952
Alternative fix to occlusion culling where all math is based on Euclidean distance.
2024-10-17 05:59:37 +02:00
m-pranav-r
c12001a9dc
Fix incorrect depth comparison used to calculate volumetric fog shadowing
2024-10-16 14:55:41 +05:30
kleonc
8d3e9aa7ae
Revert incorrect rounding when 2D transform snapping
2024-10-15 10:43:42 +02:00
EnlightenedOne
cef515506b
Move preprocessor to end of line for iterator, remove redeclaration incompatible with ubershader method definitions
2024-10-14 22:19:16 +01:00
Thaddeus Crews
af77100e39
Merge pull request #92441 from Chaosus/shader_custom_func_overloads
...
🔗 GHA / 📊 Static checks (push) Has been cancelled
🔗 GHA / 🤖 Android (push) Has been cancelled
🔗 GHA / 🍏 iOS (push) Has been cancelled
🔗 GHA / 🐧 Linux (push) Has been cancelled
🔗 GHA / 🍎 macOS (push) Has been cancelled
🔗 GHA / 🏁 Windows (push) Has been cancelled
🔗 GHA / 🌐 Web (push) Has been cancelled
🔗 GHA / 🪲 Godot CPP (push) Has been cancelled
Implement custom function overloading in shading language
2024-10-14 14:09:59 -05:00
Thaddeus Crews
32cc2feba2
Merge pull request #93025 from kleonc/y-sort-physics-interpolation
...
Account for physics interpolation and transform snapping when Y-sorting
2024-10-14 14:09:30 -05:00
Thaddeus Crews
bb20444998
Merge pull request #97744 from Nazarwadim/use_local_vector_for_skeleton
...
Use `LocalVector` for skeleton
2024-10-10 18:13:19 -05:00
Yuri Rubinsky
1c86feee0a
Implement custom function overloading in shading language
2024-10-08 15:54:00 +03:00
Clay John
842f982397
Merge pull request #96819 from clayjohn/GLES3-instance-uniforms
...
🔗 GHA / 📊 Static checks (push) Waiting to run
🔗 GHA / 🤖 Android (push) Blocked by required conditions
🔗 GHA / 🍏 iOS (push) Blocked by required conditions
🔗 GHA / 🐧 Linux (push) Blocked by required conditions
🔗 GHA / 🍎 macOS (push) Blocked by required conditions
🔗 GHA / 🏁 Windows (push) Blocked by required conditions
🔗 GHA / 🌐 Web (push) Blocked by required conditions
🔗 GHA / 🪲 Godot CPP (push) Blocked by required conditions
Implement instance uniforms in Compatibility renderer
2024-10-07 13:41:47 -06:00
David Snopek
256699ee31
OpenXR: Add support for Wayland on Linux
2024-10-04 11:44:05 -05:00
DarioSamo
fa1aacb455
Configure MSAA properly in canvas renderer's pipelines.
2024-10-04 10:45:59 -03:00
Rémi Verschelde
5ac62a6863
Merge pull request #97743 from bruvzg/has_kbd
...
[DisplayServer] Implement `has_hardware_keyboard` method for Android and iOS.
2024-10-04 11:22:02 +02:00
clayjohn
65f3df5923
Properly utilize surface information when creating pipelines and vertex arrays in canvas renderer
2024-10-03 16:27:14 -07:00
Dario
e2c6daf7ef
Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
...
- Implements asynchronous transfer queues from PR #87590 .
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
2024-10-02 15:11:58 -03:00
Nazarii
1ba168fcbc
Use local vector for skeleton
2024-10-02 20:38:40 +03:00
bruvzg
25f439c573
[DisplayServer] Implement has_hardware_keyboard method for Android and iOS.
2024-10-02 20:09:48 +03:00
Hugo Locurcio
4a70ac2948
Expose RenderingServer methods to get rendering driver and method name
...
This is useful for troubleshooting purposes and debug menus.
2024-10-02 16:07:45 +02:00
Rémi Verschelde
34913f2781
Merge pull request #97698 from Calinou/displayserver-can-create-rendering-device-add-caching
...
Add caching to `DisplayServer::can_create_rendering_device()`
2024-10-02 15:01:30 +02:00
BigPotatoAss
623dc97064
Fixed _stop() not being called when stop() is called
2024-10-02 10:00:10 +03:30
Hugo Locurcio
62753701fd
Add caching to DisplayServer::can_create_rendering_device()
...
This greatly speeds up the method when using the Compatibility rendering
method, where this method is not guaranteed to return `true` in that case.
2024-10-01 19:43:46 +02:00
Patrick Owen
d720eb80e1
Clamp UV-coordinates to centers of outermost texels when configured to do so
...
In addition, fix region_filter_clip_enabled documentation to be consistent with AtlasTexture.xml, since that is the option whose behavior was fixed
2024-09-29 05:57:19 -04:00
Rémi Verschelde
99aec99421
Merge pull request #97534 from j20001970/camerafeed-setter
...
Expose CameraFeed setters
2024-09-29 00:47:09 +02:00
Rémi Verschelde
285ebed828
Merge pull request #83360 from ywmaa/vertex_shading
...
Implement vertex shading
2024-09-29 00:46:48 +02:00
Rémi Verschelde
e7a9104f37
Merge pull request #97554 from clayjohn/batching-uniform-sets
...
Combine texture and instance data into one uniform set in the 2D renderer
2024-09-29 00:46:44 +02:00
ywmaa
0a9ad8f9de
Implement vertex shading
...
This adds support in all backends, but the Compatibility renderer works the best.
Mobile and Forward+ can only support one directional light shader (the first in the tree)
While the Compatibility renderer supports any number of shadows.
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-29 00:36:09 +02:00
clayjohn
4d635b7a3a
Combine texture and instance data into one uniform set in the 2D renderer
...
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2024-09-27 11:05:46 -07:00
Jason Kuo
38d7ec1640
Expose CameraFeed setters
2024-09-27 20:07:36 +08:00
Rémi Verschelde
8a9a26ef19
Merge pull request #93311 from dsnopek/gdextension-required-virtuals
...
GDExtension: Mark virtual function as `is_required` in `extension_api.json`
2024-09-27 13:53:16 +02:00
Rémi Verschelde
a4c1804cab
Merge pull request #97483 from akien-mga/clang-format-19.1.0
...
CI: Update `clang-format` pre-commit hook to 19.1.0
2024-09-26 12:46:04 +02:00
Rémi Verschelde
b64b464ba7
Merge pull request #97481 from Chaosus/shader_fix_void_return
...
Fix shader crash when return a void function call
2024-09-26 12:46:01 +02:00
Rémi Verschelde
bfe74eca3b
Merge pull request #97428 from clayjohn/shadow-filter-jitter-rebase
...
Jitter shadow map dithering pattern across frames when TAA is enabled
2024-09-26 12:45:50 +02:00
Rémi Verschelde
991e6c92ab
Merge pull request #96923 from Repiteo/style/warning-admonition
...
Style: Add `WARNING:` as new comment admonition
2024-09-26 12:45:38 +02:00
Rémi Verschelde
c92a6c7e27
CI: Update clang-format
pre-commit hook to 19.1.0
2024-09-26 11:46:12 +02:00
Chaosus
3828d45e31
Fix shader crash when return a void function call
2024-09-26 11:20:39 +03:00
Thaddeus Crews
32c83a228d
Style: Add WARNING:
as new comment admonition
2024-09-25 09:44:42 -05:00
Thaddeus Crews
9f9ee0c813
SCons: Add unobtrusive type hints in SCons files
2024-09-25 09:34:35 -05:00
Rémi Verschelde
73bf121ceb
Merge pull request #93786 from alvinhochun/viewport-pixel-snap-fix
...
Apply "snap 2D transforms to pixel" to viewport
2024-09-25 12:39:10 +02:00
Rémi Verschelde
70fede82c5
Merge pull request #93324 from tracefree/reinhard-fix
...
Fix incorrect Reinhard tonemap operator
2024-09-25 12:39:06 +02:00
Rie
5efa6ba489
Fix incorrect Reinhard tonemap operator
2024-09-25 12:34:23 +02:00
Paweł
b88585abfc
Add linux camera support
2024-09-25 12:08:06 +02:00
Hugo Locurcio
0eb06da057
Jitter shadow map dithering pattern across frames when TAA is enabled
...
This improves shadow quality by reducing the visibility of the noisy
pattern caused by dithering.
This jittering also applies when FSR2 is enabled, as it provides its own
form of temporal antialiasing.
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-24 15:52:07 -07:00
Ricardo Buring
7c4c4b9987
Move Godot Physics 2D into a module; add dummy 2D physics server
...
If the module is enabled (default), 2D physics works as it did before.
If the module is disabled and no other 2D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 2D physics functionality (and
a warning is printed).
The dummy 2D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-23 17:33:45 +02:00
Alvin Wong
1bd66af54c
Apply snap 2D transforms to pixel to viewport
...
We shall not leave the viewport transform to be rounded by the code for
rounding canvas items. Since the viewport transform is inverse to the
camera transform, we get incorrect rounding at the halfway point that
misaligns the viewport and the canvas item which the camera is
following.
Instead, reintroduce viewport rounding, but do it in a way that matches
the rounding of canvas items. Also take into account the half-pixel
offset of the centre point when viewport dimension is not divisible by
two. For `CanvasLayer`s that follows viewport, take into account the
scale when rounding. Overall this should work better compared to the
rounding in Godot 4.2 (and earlier).
2024-09-23 20:34:11 +08:00
Rémi Verschelde
dd71bc2d3b
Merge pull request #95252 from rburing/3d_physics_module
...
Move Godot Physics 3D into a module; add dummy 3D physics server
2024-09-23 12:27:55 +02:00
Jiang Yiheng
864d4fb32a
Fix hash calculation for NTSliceKey
...
A bug was introduced from 057367bf
by adding FSR 2.2.1 support.
Which increases hash collision and hurts performance.
2024-09-22 21:08:18 +08:00
Ricardo Buring
0333648cea
Move Godot Physics 3D into a module; add dummy 3D physics server
...
If the module is enabled (default), 3D physics works as it did before.
If the module is disabled and no other 3D physics server is registered
(via a module or GDExtension), then we fall back to a dummy
implementation which effectively disables 3D physics functionality (and
a warning is printed).
The dummy 3D physics server can also be selected explicitly, in which
case no warning is printed.
2024-09-21 21:19:45 +02:00
Rémi Verschelde
5f5c690481
Merge pull request #97260 from clayjohn/pixel_snap
...
Calculate pixel snap in canvas space instead of world space
2024-09-21 11:50:52 +02:00
clayjohn
e75900e1ad
Calculate pixel snap in canvas space instead of world space
...
This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
2024-09-20 17:43:33 -07:00
David Snopek
1a6f8512bc
Add external texture support (GLES3)
...
Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com>
Co-authored-by: Mauricio Narvaez <nvz@meta.com>
2024-09-20 10:48:32 -05:00
Rémi Verschelde
34dd5e0c37
Merge pull request #97217 from stuartcarnie/97185_subpixel_rendering
...
Metal: Fix subpixel blending; fix inconsistent blend state
2024-09-20 16:07:03 +02:00
Thaddeus Crews
b37fc1014a
Style: Apply new clang-format
changes
2024-09-20 08:09:48 -05:00
Stuart Carnie
e826ab9ba9
[2D,Metal]: Fix subpixel blending; fix inconsistent blend state in Metal
2024-09-20 15:16:31 +10:00
Rémi Verschelde
b1b4c5da4b
Merge pull request #96928 from dsnopek/rename-and-expose-texture-create-external
...
Expose a function to create textures from a native handle in the compatibility renderer
2024-09-19 17:13:27 +02:00
David Snopek
7d56b09f23
Expose a function to create textures from a native handle in the compatibility renderer
2024-09-19 09:05:32 -05:00
Rémi Verschelde
3abff94a24
Merge pull request #97130 from Rindbee/check-space-in-remove_soft_body_from_query
...
Add forgotten `get_space()` check in `GodotArea3D::remove_soft_body_from_query()`
2024-09-18 11:15:47 +02:00
Rémi Verschelde
b10338132e
Merge pull request #97006 from Gaktan/project_dialog_vulkan_crash
...
Fix Vulkan Instance initialized twice in ProjectDialog
2024-09-18 11:15:35 +02:00
风青山
2f515d6a27
Add forgotten get_space()
check in GodotArea3D::remove_soft_body_from_query()
...
My fault, I added a `get_space()` check for the other `GodotArea3D::remove_*_from_query()`
but forgot about `soft_body`.
2024-09-18 07:59:50 +08:00
Rémi Verschelde
27dacd59e0
Merge pull request #97109 from pattlebass/pitch-shift-fix
...
AudioEffectPitchShift: Fix distortion when pitch is 1.0
2024-09-17 21:02:25 +02:00
Gaktan
a45dd84724
Fix Vulkan Instance initialized twice in ProjectDialog
2024-09-17 20:35:10 +02:00
Fabian S.
8ebabf68f8
AudioEffectPitchShift: Fix distortion when pitch is 1.0
2024-09-17 15:16:08 +03:00
Stuart Carnie
5b5dc00c52
2D: Remove redundant assignment
2024-09-17 06:32:49 +10:00
Rémi Verschelde
67c9708eb8
Merge pull request #95915 from BlueCube3310/betsy-bc1
...
Betsy: Add caching and BC1 compression support
2024-09-16 13:34:26 +02:00