PR #80296 introduced a regression because it checks if the
VK_EXT_pipeline_creation_cache_control extension has been enabled before
using it, but turns out the process is a bit more convoluted than that
(a Vulkan driver may support the extension but then say the feature is
not supported)
The Haiku platform port was never finalized, and moved to a separate repo in
Godot 3.2 days: https://github.com/godotengine/godot-platform-haiku
Sadly it didn't garner more interest there and is bitrotting. It was never
ported to Godot 4 so the bits of Haiku support left in Mono aren't useful.
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
Sometimes when resizing the window we may get the following validation
error:
ERROR: VALIDATION - Message Id Number: -370888023 | Message Id Name:
VUID-vkAcquireNextImageKHR-semaphore-01286
Validation Error: [ VUID-vkAcquireNextImageKHR-semaphore-01286 ]
Object 0: handle = 0xdcc8fd0000000012, type = VK_OBJECT_TYPE_SEMAPHORE;
| MessageID = 0xe9e4b2a9 | vkAcquireNextImageKHR: Semaphore must not be
currently signaled or in a wait state. The Vulkan spec states: If
semaphore is not VK_NULL_HANDLE it must be unsignaled
(https://vulkan.lunarg.com/doc/view/1.2.198.1/linux/1.2-extensions/vkspec.html#VUID-vkAcquireNextImageKHR-semaphore-01286)
In VulkanContext::prepare_buffers the problem was that
vkAcquireNextImageKHR returned VK_SUBOPTIMAL_KHR but it already signaled
the semaphore (because it is possible to continue normally with a
VK_SUBOPTIMAL_KHR result).
Then we recreate the swapchain and reuse the
w->image_acquired_semaphores[frame_index] which is in an inconsistent
state.
Fixed by recreating the semamphores along the swapchain.
Fix#80570
Direct buffer copies are required to perform certain operations more efficiently, as the only current alternative is to download the buffer to the CPU and upload it again. As the first use case, the new function is used when enabling motion vectors on multimeshes.
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance
Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.