clayjohn
782b9e328c
Ensure that threads only process one pump task.
...
This is necessary because we will always deadlock if a thread takes on multiple pump tasks since pump tasks never return.
This means when using separate threads for certain systems (like physics or rendering), we need to be sure that there are enough threads to have at least one per system (to ensure forward progress).
2025-07-29 07:15:34 -07:00
clayjohn
17b9469bac
Never overwrite motion vectors in the transparent pass
2025-07-16 04:58:39 -07:00
Thaddeus Crews
723e82bba9
Merge pull request #108568 from beicause/RD-uniform_type-check
...
RenderingDevice: Add `uniform_type` check to avoid crash
2025-07-14 10:30:38 -05:00
Thaddeus Crews
eb0caa6029
Merge pull request #108510 from bruvzg/bake_no_atomic
...
[macOS] Selectively bake "no image atomics" shader variants.
2025-07-14 10:30:36 -05:00
Thaddeus Crews
6bc7fcb7af
Merge pull request #108567 from beicause/multimesh-null-checks
...
Add some multimesh null checks to avoid crash
2025-07-14 10:30:35 -05:00
Thaddeus Crews
35a2d7843e
Merge pull request #104302 from brennennen/reflection_probe_count_error_check
...
Add error check for reflection probe invalid atlas index.
2025-07-14 10:30:31 -05:00
Thaddeus Crews
2be2cbb720
Merge pull request #107782 from allenwp/vulkan-nonlinear-color-correction-dithering
...
Always perform color correction and debanding on nonlinear sRGB values.
2025-07-14 10:30:28 -05:00
LuoZhihao
8ad3072a6a
RenderingDevice: Add uniform_type check to avoid crash
2025-07-13 10:27:16 +08:00
LuoZhihao
5352638f95
Add some multimesh null checks to avoid crash
2025-07-13 10:09:36 +08:00
Pāvels Nadtočajevs
87e91f7c7a
[macOS] Selectively bake "no image atomics" shader variants.
2025-07-12 21:05:48 +03:00
brennen
2583aa4a68
Add error check for reflection probe invalid atlas index.
2025-07-10 19:03:21 -05:00
Pāvels Nadtočajevs
a8873727ac
[macOS] Selectively bake specific shader variants for MoltenVK.
2025-07-09 20:09:56 +03:00
Thaddeus Crews
d7cc121e64
Merge pull request #108347 from Rudolph-B/Issue-106184
...
Fix underculling of occulusion culling
2025-07-09 11:33:21 -05:00
Thaddeus Crews
bfb379b766
Merge pull request #108378 from Mingxi-Z/fix/clearcoat-nan-issue
...
Fix division by zero in clearcoat specular BRDF
2025-07-09 11:33:21 -05:00
Thaddeus Crews
9d5513e5e6
Merge pull request #108085 from Chaosus/shader_fix_overloads
...
Fix shader function overloads with incorrect order
2025-07-09 11:33:19 -05:00
Allen Pestaluky
a1591512f8
Always perform color correction and debanding on nonlinear sRGB values.
...
Fixes #107730
Co-authored-by: LuoZhihao <luo_zhihao@outlook.com >
2025-07-08 13:44:53 -04:00
Rudolph Bester
a54df7fdb7
Move occlusion culling back to being based on euclidian distance but with some distance calculation using double precision
2025-07-08 13:38:36 +02:00
retrotails
a5e681df77
Fix crash when creating voxel GI data
2025-07-07 23:26:56 -04:00
Mingxi Zhang
2096e4c007
Fix division by zero in clearcoat
...
Prevents the clearcoat model from generating NaN values at grazing angles
2025-07-08 01:58:37 +00:00
Chaosus
00a755f609
Fix shader function overloads with incorrect order
2025-07-05 09:50:55 +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
Thaddeus Crews
e750950dc6
Merge pull request #107568 from Rudolph-B/Issue-92708
...
Fix floating point precision errors when setting particle trail length
2025-07-01 17:57:58 -05:00
lawnjelly
02b444a988
FTI - Fix MultiMesh init and stable behaviour
2025-06-29 15:58:15 +01:00
Thaddeus Crews
cef8eb1a65
Merge pull request #108015 from DarioSamo/vvl-errors
...
Fix VVL errors by changing `frag_color` to FP32 and dFdx/y.
2025-06-27 09:39:54 -05:00
Thaddeus Crews
110eb1884c
Merge pull request #107724 from Chaosus/shader_fix_ternary_samplers
...
Prevent ternary expression with a sampler types in shaders
2025-06-27 09:39:53 -05:00
Dario
4921a3e711
Fix VVL errors by changing frag_color to FP32 and dFdx/y.
2025-06-26 13:42:17 -03:00
Thaddeus Crews
05640191e7
Merge pull request #107928 from Kaleb-Reid/scatter-no-LIGHTX
...
Always send lights to sky shader if using sun scatter
2025-06-24 18:34:31 -05:00
Thaddeus Crews
5b01921c07
Merge pull request #107944 from KoBeWi/PNAMING_everything
...
Mark GDScript and shader warnings for translation
2025-06-24 18:34:27 -05:00
Thaddeus Crews
01410f19f8
Merge pull request #107876 from clayjohn/vs-data-issues
...
Fix a few improper memory accesses in the clustered forward vertex shader
2025-06-24 18:34:25 -05:00
Kaleb Reid
e659daf6e0
Always send lights to sky shader if using sun scatter
2025-06-24 14:24:49 -07:00
kobewi
015cc38912
Mark GDScript and shader warnings for translation
2025-06-24 23:11:56 +02:00
celyk
7f9b8dae4f
Use double emulation on modelview
2025-06-24 15:37:18 +10:00
LuoZhihao
ea75954575
Vulkan Mobile: Fix writing vertex color in spatial shader
2025-06-23 21:30:48 +08:00
clayjohn
b4adaa291a
Fix a few improper memory accesses in the clustered forward vertex shader
...
draw_call.instance_index should not be used directly since it doesn't take into account auto-batching
scene_data_block.data should not be used directly in the vertex shader since it can change between frames and impact motion vector generation
IN_SHADOW_PASS can only be accessed inside functions, so it needs to be a global and not a constant
2025-06-22 23:41:03 -07:00
Mingxi Zhang
de2aa1bc4d
Fix: Ensure sky orientation is set when reflection uses sky
2025-06-22 23:50:39 +08:00
Chaosus
d3792efa89
Prevent ternary expression with a sampler types in shaders
2025-06-21 15:52:33 +03:00
Thaddeus Crews
c9511255de
Merge pull request #107684 from dsnopek/revert-shadow-normal-bias-relative
...
Revert "Use lower shadow normal bias for distant directional shadow splits"
2025-06-19 09:53:54 -05:00
David Snopek
4cc1d0ba67
Revert "Use lower shadow normal bias for distant directional shadow splits"
...
This reverts commit dfc05caf06 .
2025-06-18 18:14:22 -05:00
Thaddeus Crews
8f6597ad41
Merge pull request #107625 from beicause/forward-plus-fix-light-shader-builtins
...
Forward+: Fix builtins in light shader
2025-06-18 18:14:05 -05:00
Lukas Tenbrink
2b36c79f7b
Use Span<uint8_t> in RenderingDevice allocation APIs to avoid intermediary arrays on calls.
2025-06-18 12:31:48 +02:00
LuoZhihao
8a2fd98004
Forward+: Fix builtins in light shader
2025-06-17 20:14:53 +08:00
Rudolph Bester
3c5d4a2410
Fix floating point precision errors when setting particle trail length
2025-06-15 20:38:50 +02:00
devloglogan
36128bfc29
Check render target validity before getting motion vector texture in mobile renderer
2025-06-13 18:52:02 -05:00
Rémi Verschelde
3b2b0157ff
Merge pull request #107475 from beicause/fix-global-shader-texture-uniform
...
Fix global shader texture uniform
2025-06-13 15:54:09 +02:00
LuoZhihao
7419e4429d
Fix global shader texture uniform
2025-06-13 13:24:38 +08:00
Rémi Verschelde
6eb6e3e6e0
Merge pull request #107457 from akien-mga/improve-error-message-call-single-argument
...
Improve error messages for method calls expecting only 1 argument
2025-06-12 22:49:36 +02:00
Rémi Verschelde
5507b3aa80
Merge pull request #107451 from NetroScript/fix-vrs-attachment
...
Fix the VRS attachment being incorrectly added to `color_attachments`
2025-06-12 22:49:24 +02:00
Rémi Verschelde
9eda3c682d
Merge pull request #107404 from beicause/mobile-spatial-light-shader-builtins
...
Vulkan Mobile: Fix reading builtins in `light()` of spatial shader
2025-06-12 22:48:58 +02:00
Rémi Verschelde
1a64b6b5b6
Merge pull request #106913 from Ivorforce/string-resize-uninitialized
...
Rename `String::resize` to `resize_uninitialized`
2025-06-12 22:48:45 +02:00
Rémi Verschelde
d1083c9722
Improve error messages for method calls expecting only 1 argument
2025-06-12 17:02:59 +02:00