Pedro J. Estébanez

Results 30 issues of Pedro J. Estébanez

When enhanced resource barriers are not available, and thus the legacy barriers are used, buffers in an upload heap need to have the `D3D12_RESOURCE_STATE_GENERIC_READ` status (otherwise, the creation fails and...

topic:rendering
regression

With threaded loading you can't try to get the result of a load request multiple times (requests and gets must be balanced). If anything, this code should have called `load()`...

bug

Fixed version of the reverted #95508. Not tested yet, but maybe a brave reviewer can confirm this is good now. Fixes #95490.

bug
topic:core
cherrypick:4.3

In order to be sure everything worth cherry-picking into 4.3 is included, and also to help a bit with the correct order and conflict solving, I'm making this PR, cherry-picking...

bug
topic:core

This is very "drafty" at the moment. Just seeing if I can come up with some reliable test and if my hypothesis that something else is needed for true safety...

topic:core
topic:tests

Using the yield primitive lets the OS know our intent better than a microwait. This _may_ improve energy efficiency and/or performance.

enhancement
topic:core
performance
cherrypick:4.3

The "single-unsafe" thread model for rendering wasn't actually honored in Godot 4, as there's no way it can work despite user's best efforts. Therefore, this PR finally removes the option,...

enhancement
topic:rendering
breaks compat

For some reason, these platforms were being built with the strict aliasing rule disabled, which can prevent certain optimizations. All the other platforms are built without them, so it should...

platform:ios
platform:android
topic:buildsystem
performance

As advised by https://rigtorp.se/spinlock/ and other resources, a good spinlock should do the following at least (and the following points are what this PR adds): - Use the CPU pause...

enhancement
topic:core
performance
cherrypick:4.3