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Merge pull request #8776 from Calinou/update-internal-rendering-architecture

Update Internal rendering architecture for Godot 4.2
Max Hilbrunner 1 year ago
parent
commit
d0286df2ae

+ 85 - 66
contributing/development/core_and_modules/internal_rendering_architecture.rst

@@ -177,7 +177,11 @@ Vulkan driver.
 
 
 **Vulkan context creation:**
 **Vulkan context creation:**
 
 
-- `drivers/vulkan/vulkan_context.cpp <https://github.com/godotengine/godot/blob/4.0/drivers/vulkan/vulkan_context.cpp>`__
+- `drivers/vulkan/vulkan_context.cpp <https://github.com/godotengine/godot/blob/4.2/drivers/vulkan/vulkan_context.cpp>`__
+
+**Direct3D 12 context creation:**
+
+- `drivers/d3d12/d3d12_context.cpp <https://github.com/godotengine/godot/blob/master/drivers/d3d12/d3d12_context.cpp>`__
 
 
 Direct3D 12
 Direct3D 12
 ^^^^^^^^^^^
 ^^^^^^^^^^^
@@ -194,11 +198,10 @@ Mesa NIR (`more information <https://godotengine.org/article/d3d12-adventures-in
 This means you don't need to know HLSL to work on the Direct3D 12 renderer,
 This means you don't need to know HLSL to work on the Direct3D 12 renderer,
 although knowing the language's basics is recommended to ease debugging.
 although knowing the language's basics is recommended to ease debugging.
 
 
-**As of May 2023, this driver is still in development and is not merged in
-Godot 4.0 or the master branch.** While Direct3D 12 allows supporting
-Direct3D-exclusive features on Windows 11 such as windowed optimizations and
-Auto HDR, Vulkan is still recommended for most projects. See the
-`pull request that introduced Direct3D 12 support <https://github.com/godotengine/godot/pull/70315>`__
+**This driver is still experimental and only available in Godot 4.3 and later.**
+While Direct3D 12 allows supporting Direct3D-exclusive features on Windows 11 such
+as windowed optimizations and Auto HDR, Vulkan is still recommended for most projects.
+See the `pull request that introduced Direct3D 12 support <https://github.com/godotengine/godot/pull/70315>`__
 for more information.
 for more information.
 
 
 Metal
 Metal
@@ -269,7 +272,11 @@ RenderingDevice presents a similar level of abstraction as Metal or WebGPU.
 
 
 **Vulkan RenderingDevice implementation:**
 **Vulkan RenderingDevice implementation:**
 
 
-- `drivers/vulkan/rendering_device_vulkan.cpp <https://github.com/godotengine/godot/blob/4.0/drivers/vulkan/rendering_device_vulkan.cpp>`__
+- `drivers/vulkan/rendering_device_driver_vulkan.cpp <https://github.com/godotengine/godot/blob/4.2/drivers/vulkan/rendering_device_driver_vulkan.cpp>`__
+
+**Direct3D 12 RenderingDevice implementation:**
+
+- `drivers/d3d12/rendering_device_driver_d3d12.cpp <https://github.com/godotengine/godot/blob/master/drivers/d3d12/rendering_device_driver_d3d12.cpp>`__
 
 
 Core rendering classes architecture
 Core rendering classes architecture
 -----------------------------------
 -----------------------------------
@@ -278,7 +285,7 @@ This diagram represents the structure of rendering classes in Godot, including t
 
 
 .. image:: img/rendering_architecture_diagram.webp
 .. image:: img/rendering_architecture_diagram.webp
 
 
-`View at full size <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/contributing/development/core_and_modules/img/rendering_architecture_diagram.webp>`__
+`View at full size <https://raw.githubusercontent.com/godotengine/godot-docs/master/contributing/development/core_and_modules/img/rendering_architecture_diagram.webp>`__
 
 
 .. _doc_internal_rendering_architecture_core_shaders:
 .. _doc_internal_rendering_architecture_core_shaders:
 
 
@@ -337,22 +344,22 @@ this.
 
 
 **Core GLSL material shaders:**
 **Core GLSL material shaders:**
 
 
-- Forward+: `servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl>`__
-- Forward Mobile: `servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl>`__
-- Compatibility: `drivers/gles3/shaders/scene.glsl <https://github.com/godotengine/godot/blob/4.0/drivers/gles3/shaders/scene.glsl>`__
+- Forward+: `servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl>`__
+- Forward Mobile: `servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl>`__
+- Compatibility: `drivers/gles3/shaders/scene.glsl <https://github.com/godotengine/godot/blob/4.2/drivers/gles3/shaders/scene.glsl>`__
 
 
 **Material shader generation:**
 **Material shader generation:**
 
 
-- `scene/resources/material.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/material.cpp>`__
+- `scene/resources/material.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/material.cpp>`__
 
 
 **Other GLSL shaders for Forward+ and Forward Mobile rendering methods:**
 **Other GLSL shaders for Forward+ and Forward Mobile rendering methods:**
 
 
-- `servers/rendering/renderer_rd/shaders/ <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/>`__
-- `modules/lightmapper_rd/ <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd>`__
+- `servers/rendering/renderer_rd/shaders/ <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/>`__
+- `modules/lightmapper_rd/ <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd>`__
 
 
 **Other GLSL shaders for the Compatibility rendering method:**
 **Other GLSL shaders for the Compatibility rendering method:**
 
 
-- `drivers/gles3/shaders/ <https://github.com/godotengine/godot/blob/4.0/drivers/gles3/shaders/>`__
+- `drivers/gles3/shaders/ <https://github.com/godotengine/godot/blob/4.2/drivers/gles3/shaders/>`__
 
 
 2D and 3D rendering separation
 2D and 3D rendering separation
 ------------------------------
 ------------------------------
@@ -388,7 +395,12 @@ release.
 
 
 **2D and 3D rendering buffer configuration C++ code:**
 **2D and 3D rendering buffer configuration C++ code:**
 
 
-- `servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp>`__
+- `servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp>`__
+
+**FSR 1.0:**
+
+- `servers/rendering/renderer_rd/effects/fsr.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/fsr.cpp>`__
+- `thirdparty/amd-fsr/ <https://github.com/godotengine/godot/tree/master/thirdparty/amd-fsr>`__
 
 
 2D rendering techniques
 2D rendering techniques
 -----------------------
 -----------------------
@@ -415,7 +427,7 @@ used to calculate particle collisions in 2D.
 
 
 **2D SDF generation GLSL shader:**
 **2D SDF generation GLSL shader:**
 
 
-- `servers/rendering/renderer_rd/shaders/canvas_sdf.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl>`__
+- `servers/rendering/renderer_rd/shaders/canvas_sdf.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl>`__
 
 
 3D rendering techniques
 3D rendering techniques
 -----------------------
 -----------------------
@@ -506,12 +518,19 @@ done by running the vertex shader corresponding to the previous rendered frame
 (with the previous camera transform) in addition to the vertex shader for the
 (with the previous camera transform) in addition to the vertex shader for the
 current rendered frame, then storing the difference between them in a color buffer.
 current rendered frame, then storing the difference between them in a color buffer.
 
 
-Using `FSR 2.0 <https://github.com/GPUOpen-Effects/FidelityFX-FSR2>`__ instead
-of a custom TAA implementation is planned in a future release.
+Alternatively, FSR 2.2 can be used as an upscaling solution that also provides
+its own temporal antialiasing algorithm. FSR 2.2 is implemented on top of the
+RenderingDevice abstraction as opposed to using AMD's reference code directly.
 
 
 **TAA resolve:**
 **TAA resolve:**
 
 
-- `servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl>`__
+
+**FSR 2.2:**
+
+- `servers/rendering/renderer_rd/effects/fsr2.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/fsr2.cpp>`__
+- `servers/rendering/renderer_rd/shaders/effects/fsr2/ <https://github.com/godotengine/godot/tree/master/servers/rendering/renderer_rd/shaders/effects/fsr2>`__
+- `thirdparty/amd-fsr2/ <https://github.com/godotengine/godot/tree/master/thirdparty/amd-fsr2>`__
 
 
 Global illumination
 Global illumination
 ^^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^^
@@ -538,32 +557,32 @@ This would allow baking lightmaps while using the Compatibility backend.
 
 
 **Core GI C++ code:**
 **Core GI C++ code:**
 
 
-- `servers/rendering/renderer_rd/environment/gi.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/environment/gi.cpp>`__
-- `scene/3d/voxel_gi.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/voxel_gi.cpp>`__ - VoxelGI node
-- `editor/plugins/voxel_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.0/editor/plugins/voxel_gi_editor_plugin.cpp>`__ - Editor UI for the VoxelGI node
+- `servers/rendering/renderer_rd/environment/gi.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/environment/gi.cpp>`__
+- `scene/3d/voxel_gi.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/voxel_gi.cpp>`__ - VoxelGI node
+- `editor/plugins/voxel_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.2/editor/plugins/voxel_gi_editor_plugin.cpp>`__ - Editor UI for the VoxelGI node
 
 
 **Core GI GLSL shaders:**
 **Core GI GLSL shaders:**
 
 
-- `servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl>`__
-- `servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl>`__ - VoxelGI debug draw mode
-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl>`__ - SDFGI Cascades debug draw mode
-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl>`__ - SDFGI Probes debug draw mode
-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl>`__
-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl>`__
-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl>`__
+- `servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl>`__
+- `servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl>`__ - VoxelGI debug draw mode
+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl>`__ - SDFGI Cascades debug draw mode
+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl>`__ - SDFGI Probes debug draw mode
+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl>`__
+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl>`__
+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl>`__
 
 
 **Lightmapper C++ code:**
 **Lightmapper C++ code:**
 
 
-- `scene/3d/lightmap_gi.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/lightmap_gi.cpp>`__ - LightmapGI node
-- `editor/plugins/lightmap_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.0/editor/plugins/lightmap_gi_editor_plugin.cpp>`__ - Editor UI for the LightmapGI node
-- `scene/3d/lightmapper.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/lightmapper.cpp>`__ - Abstract class
-- `modules/lightmapper_rd/lightmapper_rd.cpp <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd/lightmapper_rd.cpp>`__ - GPU-based lightmapper implementation
+- `scene/3d/lightmap_gi.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/lightmap_gi.cpp>`__ - LightmapGI node
+- `editor/plugins/lightmap_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.2/editor/plugins/lightmap_gi_editor_plugin.cpp>`__ - Editor UI for the LightmapGI node
+- `scene/3d/lightmapper.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/lightmapper.cpp>`__ - Abstract class
+- `modules/lightmapper_rd/lightmapper_rd.cpp <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lightmapper_rd.cpp>`__ - GPU-based lightmapper implementation
 
 
 **Lightmapper GLSL shaders:**
 **Lightmapper GLSL shaders:**
 
 
-- `modules/lightmapper_rd/lm_raster.glsl <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd/lm_raster.glsl>`__
-- `modules/lightmapper_rd/lm_compute.glsl <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd/lm_compute.glsl>`__
-- `modules/lightmapper_rd/lm_blendseams.glsl <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd/lm_blendseams.glsl>`__
+- `modules/lightmapper_rd/lm_raster.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_raster.glsl>`__
+- `modules/lightmapper_rd/lm_compute.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_compute.glsl>`__
+- `modules/lightmapper_rd/lm_blendseams.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_blendseams.glsl>`__
 
 
 Depth of field
 Depth of field
 ^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^
@@ -585,15 +604,15 @@ when temporal antialiasing is enabled.
 
 
 **Depth of field C++ code:**
 **Depth of field C++ code:**
 
 
-- `servers/rendering/renderer_rd/effects/bokeh_dof.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/effects/bokeh_dof.cpp>`__
+- `servers/rendering/renderer_rd/effects/bokeh_dof.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/bokeh_dof.cpp>`__
 
 
 **Depth of field GLSL shader (compute - used for Forward+):**
 **Depth of field GLSL shader (compute - used for Forward+):**
 
 
-- `servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl>`__
 
 
 **Depth of field GLSL shader (raster - used for Forward Mobile):**
 **Depth of field GLSL shader (raster - used for Forward Mobile):**
 
 
-- `servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl>`__
 
 
 Screen-space effects (SSAO, SSIL, SSR, SSS)
 Screen-space effects (SSAO, SSIL, SSR, SSS)
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
@@ -619,31 +638,31 @@ SSR is always performed at half resolution to improve performance.
 
 
 **Screen-space effects C++ code:**
 **Screen-space effects C++ code:**
 
 
-- `servers/rendering/renderer_rd/effects/ss_effects.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/effects/ss_effects.cpp>`__
+- `servers/rendering/renderer_rd/effects/ss_effects.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/ss_effects.cpp>`__
 
 
 **Screen-space ambient occlusion GLSL shader:**
 **Screen-space ambient occlusion GLSL shader:**
 
 
-- `servers/rendering/renderer_rd/shaders/effects/ssao.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssao.glsl>`__
-- `servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl>`__
-- `servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl>`__
-- `servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/ssao.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl>`__
 
 
 **Screen-space indirect lighting GLSL shader:**
 **Screen-space indirect lighting GLSL shader:**
 
 
-- `servers/rendering/renderer_rd/shaders/effects/ssil.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssil.glsl>`__
-- `servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl>`__
-- `servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl>`__
-- `servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/ssil.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl>`__
 
 
 **Screen-space reflections GLSL shader:**
 **Screen-space reflections GLSL shader:**
 
 
-- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl>`__
-- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl>`__
-- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl>`__
 
 
 **Subsurface scattering GLSL:**
 **Subsurface scattering GLSL:**
 
 
-- `servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl>`__
+- `servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl>`__
 
 
 Sky rendering
 Sky rendering
 ^^^^^^^^^^^^^
 ^^^^^^^^^^^^^
@@ -666,9 +685,9 @@ article.
 
 
 **Sky rendering C++ code:**
 **Sky rendering C++ code:**
 
 
-- `servers/rendering/renderer_rd/environment/sky.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/environment/sky.cpp>`__ - Sky rendering
-- `scene/resources/sky.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/sky.cpp>`__ - Sky resource (not to be confused with sky rendering)
-- `scene/resources/sky_material.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/sky_material.cpp>`__ SkyMaterial resources (used in the Sky resource)
+- `servers/rendering/renderer_rd/environment/sky.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/environment/sky.cpp>`__ - Sky rendering
+- `scene/resources/sky.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/sky.cpp>`__ - Sky resource (not to be confused with sky rendering)
+- `scene/resources/sky_material.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/sky_material.cpp>`__ SkyMaterial resources (used in the Sky resource)
 
 
 **Sky rendering GLSL shader:**
 **Sky rendering GLSL shader:**
 
 
@@ -699,14 +718,14 @@ article.
 
 
 **Volumetric fog C++ code:**
 **Volumetric fog C++ code:**
 
 
-- `servers/rendering/renderer_rd/environment/fog.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/environment/fog.cpp>`__ - General volumetric fog
-- `scene/3d/fog_volume.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/fog_volume.cpp>`__ - FogVolume node
-- `scene/resources/fog_material.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/fog_material.cpp>`__ - FogMaterial resource (used by FogVolume)
+- `servers/rendering/renderer_rd/environment/fog.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/environment/fog.cpp>`__ - General volumetric fog
+- `scene/3d/fog_volume.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/fog_volume.cpp>`__ - FogVolume node
+- `scene/resources/fog_material.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/fog_material.cpp>`__ - FogMaterial resource (used by FogVolume)
 
 
 **Volumetric fog GLSL shaders:**
 **Volumetric fog GLSL shaders:**
 
 
-- `servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl>`__
-- `servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl>`__
+- `servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl>`__
+- `servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl>`__
 
 
 Occlusion culling
 Occlusion culling
 ^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^
@@ -748,8 +767,8 @@ RendererSceneOcclusionCull.
 
 
 **Occlusion culling C++ code:**
 **Occlusion culling C++ code:**
 
 
-- `scene/3d/occluder_instance_3d.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/occluder_instance_3d.cpp>`__
-- `servers/rendering/renderer_scene_occlusion_cull.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_scene_occlusion_cull.cpp>`__
+- `scene/3d/occluder_instance_3d.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/occluder_instance_3d.cpp>`__
+- `servers/rendering/renderer_scene_occlusion_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_occlusion_cull.cpp>`__
 
 
 Visibility range (LOD)
 Visibility range (LOD)
 ^^^^^^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^^^^^^
@@ -763,7 +782,7 @@ same mesh with different LODs (to allow for split screen rendering to look corre
 
 
 **Visibility range C++ code:**
 **Visibility range C++ code:**
 
 
-- `servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_scene_cull.cpp>`__
+- `servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_cull.cpp>`__
 
 
 Automatic mesh LOD
 Automatic mesh LOD
 ^^^^^^^^^^^^^^^^^^
 ^^^^^^^^^^^^^^^^^^
@@ -790,8 +809,8 @@ their own mesh LOD thresholds (which can be different from the main scene render
 
 
 **Mesh LOD generation on import C++ code:**
 **Mesh LOD generation on import C++ code:**
 
 
-- `scene/resources/importer_mesh.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/importer_mesh.cpp>`__
+- `scene/resources/importer_mesh.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/importer_mesh.cpp>`__
 
 
 **Mesh LOD determination C++ code:**
 **Mesh LOD determination C++ code:**
 
 
-- `servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_scene_cull.cpp>`__
+- `servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_cull.cpp>`__