Thaddeus Crews
324512e11c
Style: Replace header guards with #pragma once
2025-03-07 17:33:47 -06:00
Thaddeus Crews
3c43508ed7
Merge pull request #102427 from AThousandShips/fix_substr
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Clean up some uses of `String::substr`
2025-03-07 15:12:33 -06:00
Thaddeus Crews
c937b6d180
Merge pull request #102419 from Ivorforce/std-size
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Use `std::size` instead of `sizeof(a) / sizeof(a[0])` pattern throughout the codebase.
2025-03-07 15:12:25 -06:00
Thaddeus Crews
6ab1472fc7
Merge pull request #103730 from darksylinc/matias-vma-regression
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Fix incorrect parameters passed to VMA
2025-03-07 12:06:27 -06:00
A Thousand Ships
5113022dfe
Clean up some uses of String::substr
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Cases where the end position is either equvalent to the default or past
the end of the string.
2025-03-07 14:50:38 +01:00
Matias N. Goldberg
c543c5615c
Fix incorrect parameters passed to VMA
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If the allocation is small enough that it enters the
if (p_size <= SMALL_ALLOCATION_MAX_SIZE) {} block, Godot would call
vmaFindMemoryTypeIndexForBufferInfo with the wrong parameters.
This can cause vmaFindMemoryTypeIndexForBufferInfo to potentially
misbehave on some cards or drivers.
Fixes regression introduced in #102830
Might potentially reopen #101850 (I doubt it, but it's possible)
Must be backported to 4.4
2025-03-06 19:56:52 -03:00
Thaddeus Crews
ec5e096388
Merge pull request #103645 from stuartcarnie/fix_101696_pt_2
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Metal: Use `p_set_index` when binding uniforms, to use correct data
2025-03-06 16:36:12 -06:00
Thaddeus Crews
178566a439
Merge pull request #103661 from Grublady/nin_abxy
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Swap Nintendo face buttons on macOS
2025-03-06 16:36:09 -06:00
Thaddeus Crews
4bafafaeb3
Merge pull request #102777 from darksylinc/matias-astc-hdr
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Add ASTC HDR format variants
2025-03-06 16:36:06 -06:00
Grublady
cdcee78fcb
Swap Nintendo face buttons on macOS
2025-03-05 18:50:52 -05:00
Stuart Carnie
a4fb68f43e
Metal: Use p_set_index when binding uniforms, to use correct data
2025-03-06 06:29:49 +11:00
Thaddeus Crews
59d75a704e
Merge pull request #103613 from stuartcarnie/fix_101696
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Metal: Use uniform set index passed by `RenderingDevice`
2025-03-05 12:08:11 -06:00
Thaddeus Crews
7dc6b38699
Merge pull request #103622 from bruvzg/lock_file_time
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[Windows] Fix `get_modified_time` on locked files.
2025-03-05 12:08:07 -06:00
Thaddeus Crews
aef8ed2901
Merge pull request #87388 from clayjohn/Vulkan-limit-add
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Implement `LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE` to `limit_get` in the Vulkan backend
2025-03-05 12:08:00 -06:00
Thaddeus Crews
729c4e9e88
Merge pull request #102905 from kleonc/render_info_fix_primitive_count_per_triangle_strip
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Fix render info primitive count per `TRIANGLE_STRIP`
2025-03-05 12:07:47 -06:00
Pāvels Nadtočajevs
6597fa24a9
[Windows] Fix get_modified_time on locked files.
2025-03-05 11:40:37 +02:00
Pāvels Nadtočajevs
76e2e9f81f
[Metal] Add missing stage info to shader description.
2025-03-05 09:06:06 +02:00
Stuart Carnie
2b8cb36434
Metal: Use uniform set index passed by RenderingDevice
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This does not resolve the errors noted in #101696 , as the project is
incorrectly binding incompatible uniform set descriptors, as set 0
and set 1 have a single `readonly` image and set 2 has a single
`writeonly` texture. The `RenderingDevice` is reporting the errors with
Metal, as it uses a different `_reflect_spirv`, which correctly
determines the read / write attribute. A separate PR will be required
to fix the shared `_reflect_spirv`
Helps #101696
2025-03-05 17:52:52 +11:00
clayjohn
338c12fc9a
Implement LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE to limit_get in all Rendering backends.
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Also add a more helpful warning that is only displayed in dev builds to
match the D3D12 backend
2025-03-03 21:43:12 -08:00
Rémi Verschelde
59beee5860
Merge pull request #102908 from kleonc/primitive_quad_second_triangle_lighting_fix
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Fix 2D quad primitive missing lighting data in GLES3 renderer
2025-03-04 01:00:30 +01:00
Evan Todd
87efa4d210
Fix particle jitter when scene tree is paused.
2025-02-27 08:40:40 -08:00
Stuart Carnie
5312811c4d
Metal: Fix SPIR-V → MSL compilation on iOS targets
2025-02-27 10:22:39 +11:00
Stuart Carnie
818afcb327
Metal: Compile MTLLibrary on demand when pipeline is created
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This changes the default shader loading strategy, implemented in the
Metal driver, to compile the `MTLLibrary` on demand when the pipeline
is created, which reduces cold startup time on IPHONE target OSs.
Normally, the `MTLLibrary` is compiled from Metal source asynchronously
when Godot calls
`RenderingDeviceDriverMetal::shader_create_from_bytecode`; however, this
changes this behaviour on mobile platforms to do it on demand when the
pipeline is created, as noted in #96052 , Godot will ask to create
many more shaders from bytecode than are initially required. Mobile
OSs like iOS are limited to compiling to shader libraries concurrently,
which results in a significant bottleneck.
This is not the default for macOS, as it can concurrently compile many
shaders at once, resulting in faster startup times for the Godot editor.
2025-02-25 05:32:38 +11:00
Alex
ee0cebeaad
Fix modified_time on Android
2025-02-20 17:13:41 +01:00
Rémi Verschelde
cd72d26518
Merge pull request #102830 from clayjohn/vma-memory-fix
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Restore using VMA to create buffers and images
2025-02-17 09:47:47 +01:00
kleonc
b3769129cb
Fix 2D quad primitive missing lighting data in GLES3 renderer
2025-02-16 01:51:24 +01:00
kleonc
b691a997a3
Fix render info primitive count per TRIANGLE_STRIP
2025-02-15 23:50:07 +01:00
Thaddeus Crews
b607110ad2
Merge pull request #102792 from clayjohn/varying-crash
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Validate varying count when compiling shaders
2025-02-14 08:25:39 -06:00
clayjohn
d93ac5ee0c
Restore using VMA to create buffers and images when we don't need to extra gpu memory tracking.
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VMA handles memory allocation on certain devices better than our custom VK code, so we might as well use it
Co-authored-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar >
2025-02-13 17:40:42 -08:00
clayjohn
35100396e4
Validate varying count when compiling shaders
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This avoids crashing on devices when a number of varyings greater than the device limit is used.
For now this accurately prints an error when compiling the shader, but the error text only pops up in the editor if the number of user varyings is above the limit.
2025-02-13 15:07:15 -08:00
Matias N. Goldberg
fcd785ace2
Add ASTC HDR format variants
2025-02-13 11:45:42 -03:00
bruvzg
f0ac8294cb
[Windows] Add missing opened file check.
2025-02-13 11:18:46 +02:00
Pāvels Nadtočajevs
d5865cb962
[Unix] Fix deleting symlinks.
2025-02-07 18:57:22 +02:00
Lukas Tenbrink
e34f1f504c
Use std::size instead of sizeof(a) / sizeof(a[0]) pattern throughout the codebase.
2025-02-07 14:57:48 +01:00
BlueCube3310
8714b36171
Fix rendering material when UV2 is compressed
2025-02-06 20:24:46 +01:00
Rémi Verschelde
50b847992d
Merge pull request #101602 from stuartcarnie/metal_gpu_address
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Metal: Enable GPU buffer address support
2025-02-05 11:33:50 +01:00
Thaddeus Crews
ea2770eb4f
Merge pull request #101947 from Rudolph-B/Issue-101750
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Add Heightfield mask to GPUParticlesCollisionHeightField3D
2025-02-04 09:04:11 -06:00
Rudolph Bester
b162c59097
Fix GPUParticlesCollisionHeightField3D adding collisions excluded by its layer_mask
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Co-authored-by: Yahia Zakaria <yahiazakaria13@gmail.com >
2025-02-04 08:02:44 +02:00
Pāvels Nadtočajevs
e6e108d091
Implement get_length() for pipes.
2025-02-03 16:50:00 +02:00
bruvzg
baa33d49b1
[Windows] Fix build with MinGW 8.0.0-1.
2025-01-31 20:39:31 +02:00
Chaosus
570e59df3d
Fix shader uniforms has null as default value
2025-01-31 07:35:51 +03:00
Thaddeus Crews
3ba6ac0f66
Merge pull request #102143 from MathdudeMan/shader-error
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Fix: Mass property particle shader bug
2025-01-29 17:45:13 -06:00
Stuart Carnie
0a9cd5ede9
2D: Fix clip children and rendering artefacts
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Fixes both GLES3 and RendererRD implementations
Closes #102147
2025-01-30 07:19:47 +11:00
MathdudeMan
964cd6525e
Fix: Mass property particle shader error
2025-01-28 21:00:26 -05:00
Thaddeus Crews
808c25f453
Merge pull request #102089 from adamscott/fix-curve-texture-web
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Add check for float texture linear filtering support
2025-01-28 09:03:39 -06:00
Adam Scott
60913170c6
Add check for float texture linear filtering support
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Co-authored-by: Clay John <claynjohn@gmail.com >
2025-01-27 22:12:08 -05:00
Thaddeus Crews
82199a83ce
Merge pull request #101998 from stuartcarnie/2d_buffer_overwrite
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2D: Fix rendering artifacts when using `BackBufferCopy`.
2025-01-27 09:46:22 -06:00
Julian Todd
b5622e9f78
Initialize pa_buffer_attr.maxlength to -1
2025-01-27 07:57:57 +00:00
Stuart Carnie
2510fefebd
2D: Fix rendering artefacts when using BackBufferCopy.
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Fixes both GLES3 and RendererRD implementations
2025-01-25 10:22:07 +11:00
Thaddeus Crews
802cb0fed8
Merge pull request #101909 from BlueCube3310/compat-rgtc-arr
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WebGL2: Fix 2D array textures with RGTC compression not rendering
2025-01-24 09:05:36 -06:00