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Commit Graph

2056 Commits

Author SHA1 Message Date
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
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
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
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
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
Skyth
c128886c63 Overhaul screen space reflections. 2025-10-21 19:23:38 +03:00
Dario
b49aea89d0 Organize render surface sorting key for optimizing API performance. 2025-10-15 11:35:02 -03:00
Clay John
36b92128b1 Merge pull request #110671 from allenwp/environment-glow-consistent
Blend glow before tonemapping and change default to screen.
2025-10-14 21:29:43 -07:00
Thaddeus Crews
1e9d0ff925 Merge pull request #111578 from Kaleb-Reid/fix-shadow-cull-material
Use correct shadow material in some cases in Mobile
2025-10-14 17:13:42 -05:00
Kaleb Reid
8a8bd02860 Use correct shadow material in some cases in Mobile 2025-10-14 13:44:09 -07:00
Thaddeus Crews
0400b703e4 Merge pull request #111577 from Kaleb-Reid/fix-lightmap-luminance
Apply luminance multiplier in copy_cubemap_to_panorama
2025-10-14 10:31:34 -05:00
Kaleb Reid
8173f43770 Apply luminance multiplier in copy_cubemap_to_panorama 2025-10-13 21:41:03 -07:00
Dario
ba268416d5 Push pipeline compilation of various effects to the worker thread pool. 2025-10-13 12:00:23 -03:00
Allen Pestaluky
cafc012b05 Blend Environment glow before tonemapping and change default blend mode to screen.
Additionally, change the minimum `tonemap_white` parameter to `1.0`; users can increase `tonemap_exposure` for a similar effect to decreasing `tonemap_white` below `1.0`.

Co-authored-by: Hei <40064911+Lielay9@users.noreply.github.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-10-10 12:08:08 -04:00
Thaddeus Crews
8150cb9200 Merge pull request #111403 from AeioMuch/fix_double_precision_wrong_indexes
Fix wrong indices used for transform & UBO matrix for double precision build
2025-10-10 10:25:59 -05:00
AeioMuch
dae2122388 Fix wrong indexes for double precision 2025-10-09 22:01:41 +02:00
Allen Pestaluky
bd9d1bf070 Add material debanding for use in Mobile rendering method.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-10-08 16:22:41 -04:00
Kaleb Reid
f2d0ea6d40 Ensure reflection atlas is valid before rendering 2025-10-07 22:05:22 -07:00
Thaddeus Crews
f457855148 Merge pull request #111227 from clayjohn/RD-scene-shader-crash
Fix scene shader crash due to rename of view matrix and inverse view matrix
2025-10-07 17:15:11 -05:00
clayjohn
c7276273d8 Fix scene shader crash due to rename of view matrix and inverse view matrix 2025-10-07 13:36:23 -07:00
Rémi Verschelde
9052d31c68 Merge pull request #111331 from Repiteo/scons/revert-cppextpath
Revert "SCons: Add `CPPEXTPATH` for external includes"
2025-10-07 13:07:19 +02:00
Thaddeus Crews
fdc235f496 Merge pull request #110884 from Kaleb-Reid/fix-spotlight-aabb
Use correct AABB for SpotLight3Ds when `spot_angle > 90`
2025-10-06 14:34:05 -05:00
Thaddeus Crews
b17aa3343a Revert "SCons: Add CPPEXTPATH for external includes" 2025-10-06 13:09:22 -05:00
Thaddeus Crews
f85dc0720d Merge pull request #111303 from Kaleb-Reid/fix-dof-msaa-mobile
Use resolved depth texture for DOF with MSAA in Mobile
2025-10-06 09:06:38 -05:00
Thaddeus Crews
686b56fae9 Merge pull request #106434 from Ivorforce/invert-hashfuncs
Reduce cross project includes by rewriting `HashMapHasherDefault`.
2025-10-06 09:06:37 -05:00
Rémi Verschelde
900bd07d10 Merge pull request #111125 from BlueCube3310/lightmap-sort-bitshift
Fix LightmapGI not being correctly applied to objects
2025-10-06 14:08:07 +02:00
Kaleb Reid
ac8491ae72 Use resolved depth texture for DOF with MSAA in Mobile 2025-10-05 13:51:42 -07:00
Lukas Tenbrink
ad600125df Rewrite HashMapHasherDefault based on type traits - it is now possible to declare a default hashing function for any type.
Remove cross-project includes from `hashfuncs.h`.
Improve hashing function for `Color` (based on values instead of `String`).
Move `Variant` comparison from `hash_map.h` to `dictionary.cpp` (`VariantComparatorDictionary`), where it's used.
Remove now unnecessary `HashableHasher`.
2025-10-05 01:49:11 +02:00
Kaleb Reid
91167c3c23 Use correct AABB for SpotLight3Ds when spot_angle > 90 2025-10-04 02:12:51 -07:00
lawnjelly
594fd1da49 FTI - Optimize non-interpolated 2D items 2025-10-03 08:38:46 +01:00
BlueCube3310
24ed12d4a3 Fix LightmapGI not being correctly applied to objects 2025-10-01 19:18:09 +02:00
Aaron Franke
3d1c9fd5de Move server files into their subfolders 2025-09-30 19:39:39 -07:00
Thaddeus Crews
2b7f39ea28 Merge pull request #110505 from Calinou/tweak-draw-command-labels
Tweak draw command label names for consistency
2025-09-30 20:10:37 -05:00
Aaron Franke
9fbf5808a0 Rename server "free" functions to "free_rid" to match exposed API 2025-09-30 16:52:25 -07:00
Thaddeus Crews
f9694033a5 Merge pull request #107923 from clayjohn/RD-mat3x4
Use Mat3x4 for model and view transforms to save bandwidth and ALUs
2025-09-30 18:34:59 -05:00
Thaddeus Crews
c28b6c2ced Merge pull request #109186 from clayjohn/reflection-probe-size-update
Prompt editor restart when reflection probe size is updated
2025-09-30 18:34:57 -05:00