Rémi Verschelde
25a3c27c41
Merge pull request #105628 from rsanchezsaez/apple/ios-visionos-4.5
...
Native visionOS platform support
2025-05-20 23:09:07 +02:00
Thaddeus Crews
a12e9d5c31
Merge pull request #106493 from DarioSamo/mobile-scs-permutations
...
Reduce amount of permutations in mobile shader.
2025-05-20 11:37:26 -05:00
BlueCube3310
67a2c69c78
Mobile: Disable subpass post-processing when using FXAA
2025-05-20 13:21:59 +02:00
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
Dario
ff3ababb09
Reduce amount of permutations in mobile shader.
2025-05-16 12:40:21 -03:00
Thaddeus Crews
b7b3a1a78a
Merge pull request #106399 from DarioSamo/fix-canvas-validation-error
...
Rewrite textureProjLod usage to avoid a Vulkan validation error.
2025-05-15 14:53:26 -05:00
Thaddeus Crews
4daa677fcb
Merge pull request #106316 from Rudolph-B/depth-buffer-debug
...
Change Occlusion Culling Buffer debug view to use log scaling
2025-05-15 10:22:24 -05:00
Thaddeus Crews
e625565853
Merge pull request #106396 from chocola-mint/canvas-item-add-triangle-array-count
...
Implement the `count` parameter in `RenderingServer.canvas_item_add_triangle_array`
2025-05-15 10:22:16 -05:00
Dario
499fff51fb
Rewrite textureProjLod usage to avoid a Vulkan validation error.
2025-05-15 11:35:34 -03:00
Thaddeus Crews
d0693d6867
Merge pull request #89988 from LunaCapra/specular-occlusion
...
Add support for bent normal maps for specular occlusion and indirect lighting
2025-05-14 09:44:06 -05:00
Thaddeus Crews
b28d5a31dc
Merge pull request #106241 from lander-vr/fix-reflection-probe-box-projection-stretching
...
Fix reflection probe box projection stretching
2025-05-14 09:44:05 -05:00
chocola-mint
101dc9868f
Implement the count parameter in RenderingServer.canvas_item_add_triangle_array()
2025-05-14 22:52:30 +09:00
landervr
be01c7f5a4
fix reflection probe box projection stretching
2025-05-14 00:02:06 +02:00
Rudolph Bester
d41fe74342
Change Occlusion Culling Buffer debug view to use log scaling
2025-05-12 20:46:18 +02:00
Capry
9828c365c3
Add support for bent normals for indirect lighting and specular occlusion
2025-05-12 12:52:04 +02:00
Chaosus
16f51d4671
Remove duplicated entries from shader built-ins
2025-05-10 19:24:20 +03:00
Thaddeus Crews
19bb18716e
Merge pull request #102399 from clayjohn/cull-mask-overhaul
...
Overhaul the cull mask internals for Lights, Decals, and Particle Colliders
2025-05-09 11:29:28 -05:00
Thaddeus Crews
dda0562f2f
Merge pull request #103934 from LiveTrower/dfg-lut
...
Forward+: Replace the current BRDF approximation with a DFG LUT and add multiscattering energy compensation
2025-05-09 11:29:16 -05:00
Thaddeus Crews
821170f054
Merge pull request #106145 from lander-vr/ambient-light-specular-occlusion
...
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
...
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
...
Co-authored-by: guerro323 <kaltobattle@gmail.com >
2025-05-08 23:52:01 +02:00
LiveTrower
44408eabaa
Replace BRDF approximation with a DFG LUT
2025-05-08 10:23:35 -06:00
Thaddeus Crews
288822e330
Merge pull request #105570 from kroketio/texture-extension-mipmaps
...
RenderingDevice: Pass mipmap count to `texture_create_from_extension()`
2025-05-08 07:19:16 -05:00
Sander
6ae50cad17
RenderingDevice: introduce parameter 'mipmaps' for texture_create_from_extension()
2025-05-07 15:15:55 +03:00
Thaddeus Crews
579feb387c
Core: Add [[nodiscard]] to string-like classes
2025-05-06 12:23:41 -05:00
clayjohn
07ef21c87a
Avoid crash when allocating specular and normal-roughness buffers when render buffers aren't available
2025-05-04 13:54:11 -07:00
Thaddeus Crews
01fc9aee6c
Core: Modernize C headers with C++ equivalents
2025-05-02 08:23:01 -05:00
Thaddeus Crews
f4f1471b57
Merge pull request #105910 from lawnjelly/global_get_fast4
...
Add `GLOBAL_GET` cached macros.
2025-04-30 09:18:44 -05:00
lawnjelly
f8f350a32a
Add GLOBAL_GET cached macros.
...
GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.
Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com >
2025-04-30 15:08:50 +01:00
dsmtE
4e68f277c6
add REGION_RECT
...
fix formatting
fix shader compile (region_rect after draw_data)
fix formatting
fix formatting
Review fix (move region_rect in main + remove useless visual shader options)
fix formatting
fix alphabetic order (+ remove useless action for spatial shaders)
typo + remove TYPE_LIGHT option for region_rect
2025-04-30 11:07:22 +02:00
landervr
e3dbf74634
Fix reflection probe dark borders
2025-04-29 17:18:52 +02:00
Thaddeus Crews
b7d4426fff
Merge pull request #104269 from lawnjelly/fti_scene_tree4
...
Physics Interpolation - Move 3D FTI to `SceneTree`
2025-04-28 10:01:34 -05:00
Thaddeus Crews
dedc072840
Merge pull request #105837 from clayjohn/sky-acos-bugfix
...
Fix float/int comparison in acos_approx in sky template shader
2025-04-28 10:01:34 -05:00
Lukas Tenbrink
bfdb0f0ecf
Fix various sanitizer issues.
2025-04-28 15:23:35 +02:00
Thaddeus Crews
3947cbe3b2
Merge pull request #104386 from Repiteo/core/cpp-math
...
Core: Replace C math headers with C++ equivalents
2025-04-27 19:21:22 -05:00
clayjohn
d2dce41681
Fix float/int comparison in acos_approx in sky template shader
...
Strict GLSL implementations will not automatically convert `0` to a float
2025-04-27 17:06:34 -07:00
lawnjelly
ae04a3a5dd
Physics Interpolation - Move 3D FTI to SceneTree
...
Moves 3D interpolation from server to the client code (`SceneTree`).
Complete rework of 3D physics interpolation, but using the same user API.
2025-04-26 14:13:30 +01:00
Thaddeus Crews
8954125990
Merge pull request #105437 from Ansraer/teleport_spatial_nodes
...
Allow moving meshes without motion vectors
2025-04-25 11:36:08 -05:00
Thaddeus Crews
33065d8323
Merge pull request #103238 from Ryan-000/mesh_support_vram_profiler
...
Add Meshes to the Video RAM Profiler
2025-04-25 11:36:01 -05:00
Ansraer
a4a5f4ed01
allow moving meshes without motion vectors
2025-04-25 14:25:06 +02:00
Ryan
4497e2a0d3
Add Meshes to the Video RAM Profiler
...
Apply suggestions from code review
Co-Authored-By: Hugo Locurcio <hugo.locurcio@hugo.pro >
2025-04-23 18:26:56 -04:00
mrjustaguy
bc746f2962
Implement FXAA 3.11
2025-04-22 22:19:06 -07:00
Thaddeus Crews
1f7a8eac9d
Merge pull request #101973 from clayjohn/sky-material-opt
...
Optimize ProceduralSkyMaterial by removing uses of acos and simplifying logic
2025-04-22 18:25:51 -05:00
Thaddeus Crews
2ffd5a3913
Merge pull request #104738 from YYF233333/cleanup_rid_owner
...
Use `LocalVector` in `RID_Owner::get_owned_list`
2025-04-22 10:44:25 -05:00
Thaddeus Crews
c0e695d5e8
Merge pull request #100944 from Nazarwadim/LocalVector_use_1.5x_growth_factor
...
Use 1.5x growth factor for LocalVector
2025-04-21 08:24:22 -05:00
Thaddeus Crews
93c13f8399
Merge pull request #105424 from bruvzg/intel_mac_rd_crash
...
Fix RendererRD crash on start on Intel Macs.
2025-04-21 08:24:22 -05:00
Thaddeus Crews
2a96e895e6
Merge pull request #105525 from BlueCube3310/light-probe-sh-impr
...
Scene shader: Improve and document SH diffuse evaluation for light probes
2025-04-21 08:24:20 -05:00
Yyf2333
1a70a06a43
Change RID_Owner::get_owned_list.
2025-04-21 01:04:27 +08:00
Matthieu Bucchianeri
e3c215fc13
Add support for Direct3D 12 OpenXR backend.
...
This change adds support for running XR projects built with the `d3d12`
rendering backend. The XR backend hooks into the setup for the D3D12
render context in order to use the desired device and command queue for
submission to OpenXR. The XR backend takes care of importing the D3D12
swapchain images into the render context.
As part of this process, three issues are addressed:
- Ensuring that resource state transitions are only done on textures
that require them.
- Enabling view instancing in the PSOs for multiview render passes.
- Addressing a bug in the D3D12 runtime where PSO creation may fail
when front face detection is used.
Please refer to #86283 for additional discussions on the implementation
details.
2025-04-19 20:39:33 -07:00