Aaron Franke
f6f1df7d73
Add 64-bit versions of core power of 2 functions
2025-06-01 23:11:12 -07:00
Pāvels Nadtočajevs
2d93e004b9
Cleanup and unify DisplayServer screen methods and documentation.
2025-06-02 08:03:48 +03:00
Lukas Tenbrink
963c20565b
Remove OAHashMap, in favour of AHashMap.
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The two types had (mostly) the same decisions, but `AHashMap` is a faster implementation, and is more consistent with `HashMap`.
2025-05-31 15:50:10 +02:00
Pāvels Nadtočajevs
617e12a6b4
[Windows] Drop support for Windows 7/8/8.1.
2025-05-30 17:30:23 +03:00
clayjohn
8b2dda868b
Correctly place viewport and use viewport relative rect for the final blit in Compatibility renderer
2025-05-28 22:11:20 -07:00
Thaddeus Crews
de37627404
Merge pull request #102552 from DarioSamo/shader-baker
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Add shader baker to project exporter.
2025-05-28 17:09:38 -05:00
Thaddeus Crews
90c75d02dd
Merge pull request #106732 from stuartcarnie/rd_reduce_allocations
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Renderer: Eliminate `String` allocations for all labels in the renderer
2025-05-28 09:47:43 -05:00
Stuart Carnie
7d93119353
Renderer: Eliminates String allocations for all labels in the renderer
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Uses `Span<char>` to avoid additional allocations in the graph.
2025-05-28 06:01:35 +10:00
Dario
5a30a7e7cd
Add shader baker to project exporter.
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Metal Support contributed by Migeran (https://migeran.com ) and Stuart Carnie.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com >
Co-authored-by: Gergely Kis <gergely.kis@migeran.com >
2025-05-27 12:45:27 -03:00
Thaddeus Crews
1194609662
Merge pull request #106827 from akien-mga/d3d12-fix-DCOMP_ENABLED-inconsistency
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D3D12: Fix inconsistent value for `DCOMP_ENABLED` in platform code
2025-05-27 09:39:28 -05:00
Lukas Tenbrink
4cb8a0c77e
Add resize_initialized and resize_uninitialized to Vector. These functions serve as replacements for resize, to make sure the caller understands whether elements need to be initialized 'by hand' after the call.
2025-05-26 18:35:41 +02:00
Rémi Verschelde
514e80bcc1
D3D12: Fix inconsistent value for DCOMP_ENABLED in platform code
2025-05-26 15:16:19 +02:00
Pāvels Nadtočajevs
d609cf62a0
Implement get_filesystem_type on macOS and Linux.
2025-05-23 23:05:06 +03:00
clayjohn
eb4f3a82a3
Ignore destination alpha when blitting to window in compatibility renderer
2025-05-22 22:21:32 -04:00
Thaddeus Crews
452dc667fb
Merge pull request #106592 from beicause/shader-fix-editor-mat-default
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Shader: Fix the default behavior when mat uniforms are null
2025-05-22 12:15:08 -05:00
Thaddeus Crews
8085fd3102
Merge pull request #93142 from clayjohn/z_clip_scale
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Add new shader built ins: `Z_CLIP_SCALE` and `PERSPECTIVE_SCALE`
2025-05-22 12:15:06 -05:00
Thaddeus Crews
f129e542da
Merge pull request #106708 from bruvzg/nohang_exitcode
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Fix `execute_with_pipe` / `create_process` exit code.
2025-05-22 12:15:06 -05:00
Thaddeus Crews
d19b34c5be
Merge pull request #106694 from stuartcarnie/metal_fix_clear_crash
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Metal: Fix crash when clearing render buffers
2025-05-22 12:15:05 -05:00
Thaddeus Crews
dd5c5ed631
Merge pull request #106267 from clayjohn/android-msaa-bug
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Use a fragment shader copy instead of a blit copy in the final blit to screen in the Compatibility backend
2025-05-22 12:14:57 -05:00
Pāvels Nadtočajevs
1501f447bf
Fix execute_with_pipe / create_process exit code.
2025-05-22 08:56:37 +03:00
Stuart Carnie
32043fc682
Metal: Fix crash when clearing render buffers
2025-05-22 07:25:48 +10:00
clayjohn
9a1def8da1
Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera)
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Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.
Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects
Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
2025-05-21 10:16:05 -03:00
LuoZhihao
4621d3e1f4
Shader: Fix the default behavior when mat uniforms are null
2025-05-21 13:28:39 +08:00
clayjohn
a0e3ade99f
Use a fragment shader copy instead of a blit copy in the final blit to screen in the Compatibility renderer to avoid black screen when "Force MSAA 4x is used" on Android devices
2025-05-20 16:34:43 -07:00
Stuart Carnie
4201db6f01
Metal: Ensure stencil-only rendering is supported
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Closes #106652
2025-05-21 08:45:30 +10:00
Rémi Verschelde
25a3c27c41
Merge pull request #105628 from rsanchezsaez/apple/ios-visionos-4.5
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Native visionOS platform support
2025-05-20 23:09:07 +02:00
Aaron Franke
19e6bc68aa
Explicitly handle Image AlphaMode enum instead of treating as bool
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Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com >
2025-05-20 05:04:23 -07:00
Ricardo Sanchez-Saez
47971c0a27
Introduce 'visionos' platform derived from 'apple_embedded'
2025-05-19 15:47:01 -07:00
Ricardo Sanchez-Saez
457299449d
Introduce 'drivers/apple_embedded' abstract platform for code reuse
2025-05-19 15:37:13 -07:00
Thaddeus Crews
2d42b889d1
Merge pull request #104124 from Ivorforce/alloc-static-calloc
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Add `Memory::alloc_static_zeroed` to allocate memory that's filled with zeroes.
2025-05-19 08:01:33 -05:00
Thaddeus Crews
83ba0687f7
Merge pull request #106407 from DarioSamo/present-validation-error
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Rework semaphores for presentation to be created per swap chain image to fix validation error.
2025-05-15 10:22:18 -05:00
Thaddeus Crews
902d2b45bb
Merge pull request #106400 from RandomShaper/win_compat
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Improve platform compatibility of Windows and Direct3D 12
2025-05-15 10:22:16 -05:00
Thaddeus Crews
e625565853
Merge pull request #106396 from chocola-mint/canvas-item-add-triangle-array-count
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Implement the `count` parameter in `RenderingServer.canvas_item_add_triangle_array`
2025-05-15 10:22:16 -05:00
Dario
ad22f65489
Rework semaphores for presentation to be created per swap chain image to fix validation error.
2025-05-14 15:27:51 -03:00
Pedro J. Estébanez
7759296594
Direct3D 12: Let platforms report support for direct composition
2025-05-14 17:48:19 +02:00
Thaddeus Crews
3d645bdd13
Merge pull request #106392 from bruvzg/wine_sh_secure
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[Wine] Use `_SH_DENY*` flags instead of unsupported `_SH_SECURE`.
2025-05-14 09:44:15 -05:00
Thaddeus Crews
43010e8839
Merge pull request #106357 from YYF233333/remove_search_array
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Move bisect functionality to `Span` and deduplicate code
2025-05-14 09:44:14 -05:00
Thaddeus Crews
fb39aa4fd3
Merge pull request #105833 from marcosc90/perf-web-shader-source
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[Web] Optimize `GL.getSource` for known-length shader sources
2025-05-14 09:44:08 -05:00
Thaddeus Crews
d0693d6867
Merge pull request #89988 from LunaCapra/specular-occlusion
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Add support for bent normal maps for specular occlusion and indirect lighting
2025-05-14 09:44:06 -05:00
Rémi Verschelde
fe1322c014
D3D12: Silence -Wmaybe-uninitialized warning in D3D12MemAlloc
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This was lost in #104893 when removing the warning ignores no longer relevant
when including the D3D12MemAlloc _header_ as external.
But we still compile the .cpp directly and it has this warning.
Clarified why have a wrapper for this file.
2025-05-14 16:20:53 +02:00
chocola-mint
101dc9868f
Implement the count parameter in RenderingServer.canvas_item_add_triangle_array()
2025-05-14 22:52:30 +09:00
Pāvels Nadtočajevs
563136f859
[Wine] Use _SH_DENY* flags instead of unsupported _SH_SECURE.
2025-05-14 13:50:28 +03:00
Yufeng Ying
3bf400ffae
Move bisect to Span and deduplicate code.
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Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com >
2025-05-14 18:19:09 +08:00
Lukas Tenbrink
3207066e19
Add Memory::alloc_static_zeroed to allocate memory that's filled with zeroes.
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This is generally faster than `malloc` followed by `memset` / loop-set to 0.
2025-05-13 01:57:05 +02:00
Capry
9828c365c3
Add support for bent normals for indirect lighting and specular occlusion
2025-05-12 12:52:04 +02:00
Stuart Carnie
f658161619
macOS: Embedded window can be dismissed by clicking close
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- Installed a SIGINT handler to terminate the application gracefully.
- Handle varying display scaling
2025-05-12 07:09:42 +10:00
Thaddeus Crews
19bb18716e
Merge pull request #102399 from clayjohn/cull-mask-overhaul
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Overhaul the cull mask internals for Lights, Decals, and Particle Colliders
2025-05-09 11:29:28 -05:00
Thaddeus Crews
821170f054
Merge pull request #106145 from lander-vr/ambient-light-specular-occlusion
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Add specular occlusion from ambient light
2025-05-09 11:29:14 -05:00
clayjohn
305216f558
Overhaul the cull mask internals for Lights, Decals, and Particle Colliders
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Properly pair and unpair instances based on cull mask to avoid any unnecessary processing and to ensure that changing the cull_mask and layer_mask actually updates culling behavior
2025-05-08 21:39:12 -07:00
landervr
56730d0cb2
Add specular occlusion from ambient light
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Co-authored-by: guerro323 <kaltobattle@gmail.com >
2025-05-08 23:52:01 +02:00