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Commit Graph

3251 Commits

Author SHA1 Message Date
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
Thaddeus Crews
8bae34aa49 Merge pull request #111976 from stuartcarnie/metal_stable_bindings
Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
2025-10-28 10:15:30 -05:00
Stuart Carnie
97c17aedc7 Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
Supersedes #110683
2025-10-28 08:45:26 +11:00
Thaddeus Crews
5c9333073a Merge pull request #111696 from StarryWorm/langtable-include
Fix missing includes in headers
2025-10-27 10:01:51 -05:00
StarryWorm
796281f62f Add missing includes
Add missing <winnt.h> include in windows/lang_table.h
Add missing typedefs.h and rid.h include in godot_constraint_3d.h
Add missing <type_traits> include in iterable.h
Add missing forward declarations in rendering_shader_library.h
2025-10-26 18:25:17 -04:00
Aaron Franke
e26e96df4b Cleanup some things in shader editor code 2025-10-24 19:57:39 -07:00
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
822fd083c4 Merge pull request #108114 from lawnjelly/fti_multimesh_reset_all
`FTI` - Add `multimesh_instances_reset_physics_interpolation()`
2025-10-24 11:23:15 -05:00
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
beac359f87 Merge pull request #111957 from clayjohn/RD-timeout
Sync final frame after finalizing RD to ensure that nothing is in use on the GPU when we free the RD
2025-10-23 15:34:00 -05:00
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
Clay John
bad8f531a8 Sync final frame after finalizing RD to ensure that nothing is in use on the GPU when we free the RD 2025-10-23 08:20:54 -07:00
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
Thaddeus Crews
da3bdacf64 Merge pull request #111210 from blueskythlikesclouds/ssr-overhaul
Overhaul screen space reflections.
2025-10-21 15:11:08 -05:00
Skyth
c128886c63 Overhaul screen space reflections. 2025-10-21 19:23:38 +03:00
Erik Ritschl
44451e6988 Fix incorrect failure code in screen_get_framebuffer_format
RenderingDevice::screen_get_framebuffer_format should return a value of
type RenderingDevice::FramebufferFormatID which is an alias of int64_t
but it returns Error::FAILED with a value of 1. The compiler does not
complain because both types are integers but 1 corresponds to a valid
FramebufferFormatID, meaning a certain failure condition is missed.

This commit changes it to the correct value, INVALID_ID.
2025-10-21 15:26:26 +02:00
Ben Botwin
7613123048 fixes the lods array returned by mesh_get_surface 2025-10-16 17:26:48 -04:00
Dario
af584b1ba8 Do not begin a new frame during RenderingDevice's shutdown. 2025-10-16 13:47:18 -03:00
Thaddeus Crews
71031e4adb Merge pull request #108422 from stuartcarnie/108115_metal_cpu_read_bit
Metal: Fix `texture_get_data` other linear formats
2025-10-15 16:31:02 -05:00
Stuart Carnie
a281e91c5a Metal: Fix texture_get_data other linear formats
Introduce a specialised `texture_get_data` for `RenderDeviceDriver`,
which can retrieve the texture data from the GPU driver for shared
textures (`TEXTURE_USAGE_CPU_READ_BIT`).

Closes #108115
2025-10-16 06:46:51 +11:00
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
Thaddeus Crews
c0c75561d2 Merge pull request #111129 from DarioSamo/particle-pipeline-deferral
Push pipeline compilation of various effects to the worker thread pool.
2025-10-13 19:29:00 -05:00
Thaddeus Crews
d3285f5468 Merge pull request #111185 from WhalesState/vp-disable-xr
More XR disable for Viewport and export.
2025-10-13 19:28:56 -05:00
Karl Office
7a49918c89 fix: set visible layers in multiview camera 2025-10-13 17:31:01 +02:00
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
lawnjelly
1c8ef479b4 FTI - Add multimesh_instances_reset_physics_interpolation() 2025-10-08 16:17:18 +01:00
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
Thaddeus Crews
ef853bbc06 Merge pull request #111347 from Ivorforce/no-algorithm
Add `max()` to `Span`, replacing `<algorithm>` include from `rendering_device_commons.h`
2025-10-07 17:15:09 -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
Lukas Tenbrink
1fa332cad4 Add max() to Span.
Remove `<algorithm>` include from `rendering_device_commons.h`, using `Span` instead.
2025-10-07 22:26:32 +02:00
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