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146 Commits

Author SHA1 Message Date
Skyth
8895dfa56c Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12. 2025-11-03 12:14:57 +03:00
Skyth
d4aa3e322d Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA. 2025-10-29 15:02:45 +03:00
Thaddeus Crews
093f176362 Merge pull request #111988 from blueskythlikesclouds/d3d12-resolve-barrier-fix
Insert barriers between subpasses when using enhanced barriers on D3D12.
2025-10-28 12:19:30 -05:00
Skyth
13ada4a565 Insert barriers between subpasses when using enhanced barriers on D3D12. 2025-10-28 10:59:41 +03:00
Stuart Carnie
97c17aedc7 Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
Supersedes #110683
2025-10-28 08:45:26 +11:00
Stuart Carnie
230adb7511 Add Persistent Buffers
This work is a heavily refactored and rewritten from TheForge's initial
code.

TheForge's original code had too many race conditions and was
fundamentally flawed as it was too easy to incur into those data races
by accident.

However they identified the proper places that needed changes, and the
idea was sound. I used their work as a blueprint to design this work.

This PR implements:

 - Introduction of UMA buffers used by a few buffers
(most notably the ones filled by _fill_instance_data).

Ironically this change seems to positively affect PC more than it does
on Mobile.

Updates D3D12 Memory Allocator to get GPU_UPLOAD heap support.

Metal implementation by Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: TheForge team
2025-10-24 08:16:19 +11:00
Thaddeus Crews
2edad6860a Merge pull request #111658 from brycehutchings/bryceh_d3d12_native_handle_fixes
Fix D3D12 rendering device driver returning pointers to internal types for get_resource_native_handle instead of proper D3D12 primitives
2025-10-16 12:48:04 -05:00
Stuart Carnie
a281e91c5a Metal: Fix texture_get_data other linear formats
Introduce a specialised `texture_get_data` for `RenderDeviceDriver`,
which can retrieve the texture data from the GPU driver for shared
textures (`TEXTURE_USAGE_CPU_READ_BIT`).

Closes #108115
2025-10-16 06:46:51 +11:00
Bryce Hutchings
1f7e7de82b Fix D3D12 driver returning internal types to RenderingDevice's texture_get_native_handle/get_driver_resource 2025-10-15 10:35:38 -07:00
Thaddeus Crews
599fd7344a Merge pull request #111356 from blueskythlikesclouds/d3d12-spec-constant-patch-fix
Fix specialization constant patching on D3D12.
2025-10-13 12:30:15 -05:00
Thaddeus Crews
1cf0bc2c6c Merge pull request #111321 from blueskythlikesclouds/d3d12-region-fix
Fix D3D12 not checking for fullscreen clear region correctly.
2025-10-08 13:56:40 -05:00
Skyth
36b7e77f03 Fix specialization constant patching on D3D12. 2025-10-08 09:37:35 +03:00
Thaddeus Crews
b17aa3343a Revert "SCons: Add CPPEXTPATH for external includes" 2025-10-06 13:09:22 -05:00
Thaddeus Crews
d1d28c0bcf Merge pull request #111223 from Ivorforce/remove-iterator-include
Replace `std::size` usage with `std_size` to avoid `<iterator>` include.
2025-10-06 09:06:49 -05:00
Skyth
b568b06970 Fix D3D12 not checking for fullscreen clear region correctly. 2025-10-06 16:56:05 +03:00
Lukas Tenbrink
1db0a60dc0 Replace std::size usage with std_size to avoid <iterator> include. 2025-10-05 00:26:11 +02:00
Thaddeus Crews
38af23a654 Merge pull request #89409 from aaronfranke/server-folders
Move server files into their subfolders
2025-10-03 12:01:00 -05:00
Thaddeus Crews
4594de69fd Merge pull request #111013 from stuartcarnie/shader_container_ext
Renderer: Move `reflect_spirv` to `RenderingShaderContainer`
2025-10-01 17:54:09 -05:00
Aaron Franke
3d1c9fd5de Move server files into their subfolders 2025-09-30 19:39:39 -07:00
Stuart Carnie
65e8b0951b Renderer: Move reflect_spirv to RenderingShaderContainer
This change introduces a new protected type, `ReflectedShaderStage` to
`RenderingShaderContainer` that derived types use to access SPIR-V and
the reflected module, `SpvReflectShaderModule` allowing implementations
to use the reflection information to compile their platform-specific
module.

* Fixes memory leak in `reflect_spirv` that would not deallocate the
  `SpvReflectShaderModule` if an error occurred.
* Removes unnecessary allocation when creating `SpvReflectShaderModule`
  by passing `NO_COPY` flag to `spvReflectCreateShaderModule2`
  constructor function.
* Replaces `VectorView` with `Span` for consistency
* Fixes unnecessary allocations in D3D12 shader container in
  `_convert_spirv_to_nir` and `_convert_spirv_to_dxil` which implicitly
  converted the old `VectorView` to a `Vector`
2025-09-30 06:40:14 +10:00
Jonas Seidl
d1246b099e Fix d3d12 stencil buffer not clearing 2025-09-29 13:16:29 +02:00
Thaddeus Crews
d8a909d99c Merge pull request #110203 from DarioSamo/d3d12-clamp-mipmap
Clamp minimum size of 3D texture view in D3D12.
2025-09-19 13:07:19 -05:00
Thaddeus Crews
aa294bb3c8 Merge pull request #110360 from zorbathut/pr/memorybarrierrename
Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers.
2025-09-17 11:34:15 -05:00
Ben Rog-Wilhelm
e5ab5acd95 Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers. 2025-09-10 05:19:36 -05:00
Lukas Rahmann
f7fd65923a Add descriptor heap pooling to D3D12. 2025-09-04 09:17:40 -03:00
Dario
1ce55b946c Clamp minimum size of 3D texture view in D3D12. 2025-09-02 15:13:27 -03:00
Talkashie
3ff4e29657 Typo fix round 2 2025-08-20 04:24:06 -05:00
Talkashie
bc7e68dfd1 Typos 2025-08-19 18:32:59 -05:00
Thaddeus Crews
65b8210b9b SCons: Revert Mesa includes to CPPPATH 2025-08-18 13:37:46 -05:00
Thaddeus Crews
87bb5ab681 Merge pull request #108919 from KeyboardDanni/d3d12_init_shader_model_check
D3D12: Fix shader model check, initialization error handling
2025-08-01 11:45:19 -05:00
Danni
bf6629a005 D3D12: Fix shader model check, initialization error handling 2025-07-28 20:35:45 -04:00
Dario
b962b38e74 Check for Vulkan Memory Model support and make it a variant. 2025-07-25 09:24:58 -03:00
Stuart Carnie
5230f6c60c Apple: Use image atomic operations on supported Apple hardware
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2025-07-05 05:59:00 +10:00
Dario
46277836a6 Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
Rémi Verschelde
3b7547fdd0 Merge pull request #106398 from akien-mga/d3d12ma-silence-warnings
D3D12: Silence `-Wmaybe-uninitialized` warning in D3D12MemAlloc
2025-06-05 17:24:42 +02:00
Thaddeus Crews
7a3d2f6779 Merge pull request #106606 from aaronfranke/pow2_64
Add 64-bit versions of core power of 2 functions
2025-06-02 18:51:56 -05:00
Aaron Franke
f6f1df7d73 Add 64-bit versions of core power of 2 functions 2025-06-01 23:11:12 -07:00
Pāvels Nadtočajevs
617e12a6b4 [Windows] Drop support for Windows 7/8/8.1. 2025-05-30 17:30:23 +03:00
Dario
5a30a7e7cd Add shader baker to project exporter.
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
2025-05-27 12:45:27 -03:00
Rémi Verschelde
514e80bcc1 D3D12: Fix inconsistent value for DCOMP_ENABLED in platform code 2025-05-26 15:16:19 +02:00
Pedro J. Estébanez
7759296594 Direct3D 12: Let platforms report support for direct composition 2025-05-14 17:48:19 +02:00
Rémi Verschelde
fe1322c014 D3D12: Silence -Wmaybe-uninitialized warning in D3D12MemAlloc
This was lost in #104893 when removing the warning ignores no longer relevant
when including the D3D12MemAlloc _header_ as external.
But we still compile the .cpp directly and it has this warning.

Clarified why have a wrapper for this file.
2025-05-14 16:20:53 +02:00
Sander
6ae50cad17 RenderingDevice: introduce parameter 'mipmaps' for texture_create_from_extension() 2025-05-07 15:15:55 +03:00
Thaddeus Crews
01fc9aee6c Core: Modernize C headers with C++ equivalents 2025-05-02 08:23:01 -05:00
Dario
ddd3ced72d Fix error spam to due wrong use of reserve() in D3D12 driver. 2025-04-29 10:42:55 -03:00
Pāvels Nadtočajevs
43e9b04f66 Update Mesa-NIR library detection and download script. 2025-04-25 08:11:14 +03:00
Matthieu Bucchianeri
e3c215fc13 Add support for Direct3D 12 OpenXR backend.
This change adds support for running XR projects built with the `d3d12`
rendering backend. The XR backend hooks into the setup for the D3D12
render context in order to use the desired device and command queue for
submission to OpenXR. The XR backend takes care of importing the D3D12
swapchain images into the render context.

As part of this process, three issues are addressed:
- Ensuring that resource state transitions are only done on textures
  that require them.
- Enabling view instancing in the PSOs for multiview render passes.
- Addressing a bug in the D3D12 runtime where PSO creation may fail
  when front face detection is used.

Please refer to #86283 for additional discussions on the implementation
details.
2025-04-19 20:39:33 -07:00
Thaddeus Crews
0d267e7b1e Core: Add dedicated BitField template 2025-04-11 11:53:26 -05:00
Thaddeus Crews
207a2b6472 Core: Integrate warning suppression macro helpers 2025-04-03 10:13:46 -05:00
Thaddeus Crews
f25fc34439 SCons: Add CPPEXTPATH for external includes 2025-04-02 07:29:08 -05:00