Example warning on Fedora where Mesa ships the D3D12/WSL Dozen driver:
```
WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
terminator_CreateInstance: Received return code -9 from call to vkCreateInstance in ICD /usr/lib64/libvulkan_dzn.so. Skipping this driver.
Objects - 1
Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 850961280
at: _debug_messenger_callback (drivers/vulkan/rendering_context_driver_vulkan.cpp:646)
```
In the editor, we read back the data from the GPU to display the buffer values. So when we create the buffer uninitialized, we end up reading back garbage data and displaying it in the editor.
Many GPUs zero-initialize buffers by default, but it isn't guaranteed behaviour, so its best to initialize it ourselves to be safe
This PR adds the ability to use touchpads on supported controllers, such as DualShock 4 and DualSense.
Currently there's no InputEvent that gets fired when a finger appears/moves on a touchpad.
Partial fix for #54584. This addresses the spam, but does NOT reconnect.
This doesn't address all possible pulseaudio spam -- just the one that I most
commonly see.
When running under the SwiftUI app lifecycle, the Godot view controller can be wrapped by a hosting controller that becomes the window's root view controller. In that case, orientation-related UIKit selectors must be propagated to the root controller before requesting an interface orientation update.
This also fixes orientation settings not being applied correctly on iOS.
Adds Mesh equivalents of `multimesh_get_buffer_rd_rid` so GPU-driven mesh
workflows in a GDExtension can write directly into a surface's vertex,
attribute, skin, or index buffer from a compute pipeline, avoiding the
CPU round-trip through `mesh_surface_update_*_region`.
A new `ARRAY_FLAG_USE_STORAGE_BUFFER` surface format flag opts the backing
buffers into storage-buffer usage so they can be bound in compute shaders.
Vulkan/D3D12/Metal only, OpenGL returns an invalid RID.
Previously the Wayland display server would attempt to enable
HDR output and try to detect if it failed afterwards which had some issues.
Now we can query the rendering driver for support and avoid ever enabling
HDR output when this would fail.
- Print a warning when `--gpu-index` is out of range in RenderingDevice-based
renderers, since it falls back to automatic GPU selection.
The GPU selection logic is only available in RenderingDevice-based renderers.
- Mention that error codes are VkResult error codes
(as opposed to Godot error codes).
- Mention passed values in more cases to help troubleshooting.
- Mention common causes of "Vulkan device lost" in crash message.
- Use consistent style across all errors.