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Commit Graph

3280 Commits

Author SHA1 Message Date
Thaddeus Crews
b59cded5d7 Merge pull request #112911 from bruvzg/d3dwine
Fix D3D12 renderer crash on Wine.
2025-11-18 08:25:43 -06:00
Pāvels Nadtočajevs
90f2026c0f Fix D3D12 renderer crash on Wine. 2025-11-18 12:38:22 +02:00
Thaddeus Crews
46adcc6268 Merge pull request #112801 from clayjohn/premul-alpha-sss
Apply `PREMUL_ALPHA_FACTOR` only in non-split-specular shader variants.
2025-11-17 10:56:40 -06:00
clayjohn
a7e1a65ca8 Apply PREMUL_ALPHA_FACTOR only in non-split-specular shader variants.
This avoids a shader compile error when using SSS and PREMUL_ALPHA_FACTOR in the same shader.

This doesn't change any functionaility, since in practive, the split-specular shader variant is only ever used for opaque objects while using premul alpha makes the object non-opaque
2025-11-14 23:17:17 -08:00
clayjohn
79ffbfdf73 Reorganize canvas shader varyings in RD renderer 2025-11-14 22:29:28 -08:00
Thaddeus Crews
c6fe923e33 Merge pull request #108516 from KoBeWi/file_graveyard
Remove unnecessary cpp files after cleanup
2025-11-14 14:23:06 -06:00
Thaddeus Crews
235d11245c Merge pull request #112481 from stuartcarnie/2d_canvas_vbos
Massively optimize canvas 2D rendering by using vertex buffers
2025-11-14 14:23:02 -06:00
Stuart Carnie
90c0e6acca 2D: Switch to VBOs for instance data
- Add support for vertex bindings and UMA vertex buffers in D3D12.
- Simplify 2D instance params and move more into per-batch data to save
  bandwidth

Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
Co-authored-by: A Thousand Ships <96648715+athousandships@users.noreply.github.com>
2025-11-15 06:25:49 +11:00
Thaddeus Crews
1ab8e9847d Merge pull request #112494 from clayjohn/rd-fog-blend
Clean up Volumetric Fog blending behavior
2025-11-13 17:42:57 -06:00
Skyth
d27e4dab16 Sanitize INF/NaN when copying last frame texture for SSIL/SSR. 2025-11-13 16:38:54 +03:00
Thaddeus Crews
04bc282ae7 Merge pull request #104851 from Ivorforce/tracy
Add `profiler` option to `SCons` builds, with support for `tracy` and `perfetto`.
2025-11-12 11:24:15 -06:00
Thaddeus Crews
a627ee6c10 Merge pull request #112471 from Rudra-ravi/claude/fix-godot-official-issues-011CUrnHud9iQ4LV6FDv2hG7
Fix glow visual compatibility regression
2025-11-10 17:47:07 -06:00
ghostsoft
b2e87ed27f disable discard and frag errors in gdshaderinc 2025-11-08 17:26:59 +01:00
Lukas Tenbrink
c3747884da Add some important profiling hooks. 2025-11-08 00:08:48 +01:00
clayjohn
8ee3897048 Clean up Volumetric Fog blending behavior
Use proper blending everywhere to be consistent and avoid multiplying by opacity twice.
2025-11-07 11:11:44 -08:00
Claude
802eb0b1a0 Fix glow visual compatibility regression (issue #112469)
Reverts the default value of Environment.glow_hdr_threshold from 0.0
back to 1.0 to restore the expected glow appearance in existing projects.

The default was inadvertently changed from 1.0 to 0.0 in PR #110077,
which caused glow effects to render dramatically different across all
rendering methods (Forward+, Mobile, and GL Compatibility). This broke
backward compatibility with existing projects like the Kenney 3D
Platformer starter kit.

Changed files:
- scene/resources/environment.h
- servers/rendering/storage/environment_storage.h
- drivers/gles3/effects/glow.h
- drivers/gles3/rasterizer_scene_gles3.cpp
- doc/classes/Environment.xml

Setting the value back to 1.0 aligns with documented recommendations
and restores visual consistency.

Fixes #112469
2025-11-07 04:07:41 +00:00
Thaddeus Crews
e1e3f742b7 Merge pull request #111277 from Chaosus/shader_fix_ternary_structs
Fix ternary expression for structs in shaders
2025-11-04 16:32:40 -06:00
Rémi Verschelde
60043b51ff Merge pull request #112272 from clayjohn/rd-tonemap-flag
Use proper bitshift for tonemap srgb flag in Forward+ renderer
2025-11-01 19:06:57 +01:00
Rémi Verschelde
85e47d6fac Merge pull request #109447 from jon1solution/ssao-in-gles3
Implement a very simple SSAO in GLES3.
2025-11-01 19:04:57 +01:00
clayjohn
986786dc8c Use proper bitshift for tonemap srgb flag in Forward+ renderer 2025-10-31 18:35:39 -07:00
Thaddeus Crews
3c1e479290 Merge pull request #110077 from clayjohn/mobile-glow
Overhaul and optimize Glow in the mobile renderer
2025-10-31 09:23:32 -05:00
Thaddeus Crews
c3d319752d Merge pull request #112212 from Rudolph-B/Issue-101312
Fix Light2D none shadow filter to use nearest sampling
2025-10-31 09:23:29 -05:00
Thaddeus Crews
fd672dbcfc Merge pull request #112227 from dsnopek/openxr-composition-layers-viewport-size-changed
OpenXR: Fix resizing viewports used by `OpenXRCompositionLayer`
2025-10-31 09:23:24 -05:00
clayjohn
2e59cb41f4 Optimize glow and tonemap gather step in the mobile renderer
Mobile devices are typically bandwidth bound which means we need to do as few texture samples as possible.

They typically use TBDR GPUs which means that all rendering takes place on special optimized tiles. As a side effect, reading back memory from tile to VRAM is really slow, especially on Mali devices.

This commit uses a technique where you do a small blur while downsampling, and then another small blur while upsampling to get really high quality glow. While this doesn't reduce the renderpass count very much, it does reduce the texture read bandwidth by almost 10 times. Overall glow was more texture-read bound than memory write, bound, so this was a huge win.

A side effect of this new technique is that we can gather the glow as we upsample instead of gathering the glow in the final tonemap pass. Doing so allows us to significantly reduce the cost of the tonemap pass as well.
2025-10-30 21:56:26 -07:00
David Snopek
ca0eb5da24 OpenXR: Fix resizing viewports used by OpenXRCompositionLayer 2025-10-30 17:40:52 -05:00
Rudolph Bester
ebd32c15ec Fix Light2D none shadow filter to use nearest sampling 2025-10-30 19:12:17 +02:00
Thaddeus Crews
84e713c6c1 Merge pull request #112131 from stuartcarnie/fix_2d_ui
2D: Fix incorrect 2D rendering
2025-10-29 13:13:49 -05:00
Stuart Carnie
7db9be5685 2D: Fix incorrect 2D rendering
Regression from #111183

Closes #112121
2025-10-29 06:21:59 +11:00
Thaddeus Crews
94df7a1cd1 Merge pull request #111998 from shakesoda/fog-blend
Revise fog blending to fix over-darkening/borders.
2025-10-28 12:19:15 -05:00
Thaddeus Crews
ea381ac992 Merge pull request #111198 from lawnjelly/fti_fix_2d_nonmoving_4
FTI - Optimize non-interpolated 2D items
2025-10-28 10:15:38 -05:00
Thaddeus Crews
8bae34aa49 Merge pull request #111976 from stuartcarnie/metal_stable_bindings
Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
2025-10-28 10:15:30 -05:00
Stuart Carnie
97c17aedc7 Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
Supersedes #110683
2025-10-28 08:45:26 +11:00
Thaddeus Crews
5c9333073a Merge pull request #111696 from StarryWorm/langtable-include
Fix missing includes in headers
2025-10-27 10:01:51 -05:00
jon1solution
31ee691fbf Implemented a very simple SSAO in GLES3. 2025-10-27 06:02:04 -07:00
StarryWorm
796281f62f Add missing includes
Add missing <winnt.h> include in windows/lang_table.h
Add missing typedefs.h and rid.h include in godot_constraint_3d.h
Add missing <type_traits> include in iterable.h
Add missing forward declarations in rendering_shader_library.h
2025-10-26 18:25:17 -04:00
Aaron Franke
e26e96df4b Cleanup some things in shader editor code 2025-10-24 19:57:39 -07:00
Colby Klein
bdbbed8ea9 Revise fog blending to fix over-darkening/borders.
This can result in low fog densities being a bit brighter, which may need slight adjustment in your scenes.

In exchange, volumetrics now blend smoothly together with the scene and regular fog.

Fixes #101514
2025-10-24 13:15:26 -07:00
Thaddeus Crews
822fd083c4 Merge pull request #108114 from lawnjelly/fti_multimesh_reset_all
`FTI` - Add `multimesh_instances_reset_physics_interpolation()`
2025-10-24 11:23:15 -05:00
Thaddeus Crews
edbfb7a6ec Merge pull request #111183 from stuartcarnie/matias-uma-pc-pr
Add Persistent Buffers utilizing UMA
2025-10-24 11:23:11 -05:00
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
beac359f87 Merge pull request #111957 from clayjohn/RD-timeout
Sync final frame after finalizing RD to ensure that nothing is in use on the GPU when we free the RD
2025-10-23 15:34:00 -05:00
Thaddeus Crews
da593d0c16 Merge pull request #111897 from allenwp/environment-adj-prioritize-old-behaviour
Improve `Environment` adjustments (favor old behavior and quality).
2025-10-23 11:03:56 -05:00
Clay John
bad8f531a8 Sync final frame after finalizing RD to ensure that nothing is in use on the GPU when we free the RD 2025-10-23 08:20:54 -07:00
Allen Pestaluky
0c7f013c55 Improve Environment color adjustments; specifically brightness and HDR 2D contrast.
This commit changes adjustments to behave as follows for all rendering configurations:

- Apply brightness to linear-encoded values, preventing contrast, saturation, and hue from being affected.
- Apply contrast to perceptually uniform (nonlinear sRGB-encoded) values, matching existing behavior when HDR 2D is disabled and producing optimal visual quality.
- Apply saturation with even color channel weights. This causes brightness of certain colors to change, but matches existing behavior when HDR 2D is disabled.

Adjustments are applied after glow and tonemapping to match existing behavior.
2025-10-23 11:08:49 -04:00
Thaddeus Crews
3f34e38703 Merge pull request #109596 from atlasapplications/splash-screen-stretch-mode
Add Stretch Modes for Splash Screen
2025-10-21 19:09:33 -05:00
Justin Sasso
b6b3e1ef9e Add Stretch Modes for Splash Screen
Co-authored-by: Samuel Pedrajas <samuelpedrajaspz@gmail.com>
2025-10-21 18:20:44 -04:00
clayjohn
f61ee7bdf6 Use half float precision buffer for 3D when HDR2D is enabled
This is necessary for Environment effects like Glow to work correctly.
2025-10-21 13:44:46 -07:00
Thaddeus Crews
da3bdacf64 Merge pull request #111210 from blueskythlikesclouds/ssr-overhaul
Overhaul screen space reflections.
2025-10-21 15:11:08 -05:00
Skyth
c128886c63 Overhaul screen space reflections. 2025-10-21 19:23:38 +03:00
Erik Ritschl
44451e6988 Fix incorrect failure code in screen_get_framebuffer_format
RenderingDevice::screen_get_framebuffer_format should return a value of
type RenderingDevice::FramebufferFormatID which is an alias of int64_t
but it returns Error::FAILED with a value of 1. The compiler does not
complain because both types are integers but 1 corresponds to a valid
FramebufferFormatID, meaning a certain failure condition is missed.

This commit changes it to the correct value, INVALID_ID.
2025-10-21 15:26:26 +02:00