Thaddeus Crews
ccf414ecb4
Merge pull request #112989 from blueskythlikesclouds/typed-uav-load-additional-check
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Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-21 14:46:53 -06:00
Thaddeus Crews
8480b62202
Merge pull request #113000 from brycehutchings/d3d12_descriptor_heap_pool_corruption_fix
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Fix corruption of D3D12 CPU descriptor heap free blocks
2025-11-21 14:46:47 -06:00
Bryce Hutchings
17703ab0fb
Fix corruption of cpu descriptor heap free blocks
2025-11-20 15:51:12 -08:00
Thaddeus Crews
8c505d98e4
Merge pull request #112914 from blueskythlikesclouds/d3d12-buffer-create-fix
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Fix buffer creation on old D3D12 runtimes.
2025-11-20 11:10:53 -06:00
Thaddeus Crews
2edc43df8e
Merge pull request #78598 from BastiaanOlij/resolve_depth_buffer_mobile
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Resolve depth buffer in mobile renderer when required
2025-11-20 11:10:48 -06:00
Skyth
2331470128
Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-20 19:26:00 +03:00
Hugo Locurcio
6de36fe6b2
Silence warnings about DisplayServer icons on iOS and visionOS
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Setting window icons is not supported on iOS or visionOS,
but there is no concept of window icons on those platforms anyway.
2025-11-18 23:33:13 +01:00
Thaddeus Crews
d30ec9aef0
Merge pull request #112888 from dhoverb/meta_foveation_eye_tracked
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Implement XR_META_foveation_eye_tracked
2025-11-18 14:00:47 -06:00
Thaddeus Crews
8cb0cc8a1f
Merge pull request #110943 from GlitchedCode922/fix_backup_permissions
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Fix permission handling for write backup files (`FileAccessUnix`)
2025-11-18 14:00:41 -06:00
dhoverb
53e1ea184a
Implement XR_META_foveation_eye_tracked
2025-11-18 14:58:11 +00:00
Thaddeus Crews
eafc21fb05
Merge pull request #112784 from migueldeicaza/fix_dynamic_xcframework_loading
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iOS: Fix loading of xcframework dynamic libraries.
2025-11-18 08:25:45 -06:00
Skyth
92d3fc302a
Fix buffer creation on old D3D12 runtimes.
2025-11-18 15:33:30 +03:00
Bastiaan Olij
21ffbecfa9
Resolve depth buffer in pass if supported by driver
2025-11-17 17:29:38 +11:00
Miguel de Icaza
b1465d6af0
iOS: Fix loading of xcframework dynamic libraries.
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The logic used to determine whether to invoke the in-memory registration or to
delegate the loading of a library is incorrect for xcframework packages - as
these can contain either static or dynamic libraries.
This change instead lets the operating system handle the library request, and if
it fails, it attempts to load from the internal registry.
With this change, xcframeworks containing dynamic libraries work without
workarounds on iOS.
With an additional fallback case courtesy of @bruvzg
This fixes https://github.com/godotengine/godot/issues/112783
2025-11-14 16:31:09 -05:00
Thaddeus Crews
e46c2ea3fa
Merge pull request #112379 from bruvzg/tts64id
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Make `utterance_id` 64-bit.
2025-11-14 14:23:17 -06:00
Thaddeus Crews
235d11245c
Merge pull request #112481 from stuartcarnie/2d_canvas_vbos
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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
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- 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
52e7b970af
Merge pull request #111681 from Nintorch/joypad-led
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Add support for setting a joypad's LED light color
2025-11-13 20:52:07 -06:00
Thaddeus Crews
08fb2e61e7
Merge pull request #111503 from JestemStefan/fix_111176
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Fix `Input.is_joy_known` response for SDL joypads
2025-11-12 17:26:22 -06:00
Thaddeus Crews
04bc282ae7
Merge pull request #104851 from Ivorforce/tracy
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Add `profiler` option to `SCons` builds, with support for `tracy` and `perfetto`.
2025-11-12 11:24:15 -06:00
kobewi
a1340f05a9
Allow editing editor settings from project manager
2025-11-12 16:34:43 +01:00
Nintorch
a55242747a
Add support for joypad LED lights
2025-11-12 06:01:03 +05:00
JestemStefan
3f98a5472d
Fix Input.is_joy_known response for SDL joypads
2025-11-11 23:23:46 +01:00
Thaddeus Crews
180ccae934
Merge pull request #111707 from Nintorch/joypad-features
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Support adding advanced joypad features
2025-11-11 16:07:56 -06:00
Thaddeus Crews
a627ee6c10
Merge pull request #112471 from Rudra-ravi/claude/fix-godot-official-issues-011CUrnHud9iQ4LV6FDv2hG7
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Fix glow visual compatibility regression
2025-11-10 17:47:07 -06:00
Lukas Tenbrink
c3747884da
Add some important profiling hooks.
2025-11-08 00:08:48 +01:00
Pāvels Nadtočajevs
281c74550a
Make utterance_id 64-bit.
2025-11-07 10:21:20 +02:00
Pāvels Nadtočajevs
4dfd4ed6e7
[D3D12] Fallback to HWND if DComp init failed.
2025-11-07 08:46:26 +02:00
Claude
802eb0b1a0
Fix glow visual compatibility regression (issue #112469 )
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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
2e2059a7f8
Merge pull request #112404 from AllenDang/master
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Fix CoreAudio driver crash when starting input with uninitialized device
2025-11-05 11:48:04 -06:00
Skyth
613c9fb86f
Improve rendering driver fallback on Windows.
2025-11-05 17:49:43 +03:00
AllenDang
80c2d6c439
Fix CoreAudio driver crash when starting input with uninitialized device
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Initialize input device if null before starting audio input to prevent
crashes when input_unit is not yet initialized.
2025-11-05 16:46:40 +08:00
Thaddeus Crews
f3c30408d4
Merge pull request #112344 from blueskythlikesclouds/d3d12-transparent-background-fix
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Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-04 16:32:48 -06:00
Skyth
4cc5177f6b
Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-03 17:36:55 +03:00
Skyth
8895dfa56c
Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12.
2025-11-03 12:14:57 +03:00
Rémi Verschelde
85e47d6fac
Merge pull request #109447 from jon1solution/ssao-in-gles3
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Implement a very simple SSAO in GLES3.
2025-11-01 19:04:57 +01:00
Thaddeus Crews
3c1e479290
Merge pull request #110077 from clayjohn/mobile-glow
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Overhaul and optimize Glow in the mobile renderer
2025-10-31 09:23:32 -05:00
Thaddeus Crews
fd672dbcfc
Merge pull request #112227 from dsnopek/openxr-composition-layers-viewport-size-changed
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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
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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
Thaddeus Crews
9b0620bf5f
Merge pull request #112185 from bruvzg/pre26_mac
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[macOS/iOS] Fix build with Xcode older than 26.
2025-10-30 10:45:59 -05:00
Pāvels Nadtočajevs
e72374a5da
[macOS/iOS] Fix build with Xcode older than 26.
2025-10-30 07:59:16 +02:00
Skyth
d4aa3e322d
Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA.
2025-10-29 15:02:45 +03:00
Thaddeus Crews
ed751529bc
Merge pull request #112094 from mihe/apple-stack-size
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Increase stack size for all secondary threads on Apple platforms
2025-10-28 12:19:36 -05:00
Thaddeus Crews
093f176362
Merge pull request #111988 from blueskythlikesclouds/d3d12-resolve-barrier-fix
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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
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Supersedes #110683
2025-10-28 08:45:26 +11:00
jon1solution
31ee691fbf
Implemented a very simple SSAO in GLES3.
2025-10-27 06:02:04 -07:00
Mikael Hermansson
b320a6569e
Increase stack size for all secondary threads on Apple platforms
2025-10-27 12:49:35 +01:00
Thaddeus Crews
edbfb7a6ec
Merge pull request #111183 from stuartcarnie/matias-uma-pc-pr
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Add Persistent Buffers utilizing UMA
2025-10-24 11:23:11 -05:00