Skyth
bfdf86370f
Check for pending clears in every RD texture function.
2025-11-27 17:26:26 +03:00
Rémi Verschelde
b1de0364bf
Merge pull request #111954 from blueskythlikesclouds/copy-api-refactor
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Refactor rendering driver copy APIs to fix D3D12 issues.
2025-11-27 09:55:31 +01:00
Rémi Verschelde
e4d2f1d630
Merge pull request #108682 from allenwp/98708-fix-clear-color-hdr2d
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Fix clear color being incorrect in `Environment` background with HDR 2D.
2025-11-27 09:55:16 +01:00
Allen Pestaluky
f37edd524f
Fix clear color being incorrect in Environment background with HDR 2D.
2025-11-26 16:11:57 -05:00
Alexander Hartmann
d97496a99e
Fix SHADER_UNIFORM_NAMES
2025-11-26 16:02:38 +01:00
Skyth
56db3aed47
Refactor rendering driver copy APIs to fix D3D12 issues.
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Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com >
2025-11-26 12:00:02 +03:00
Thaddeus Crews
9dd6c4dbac
Merge pull request #112927 from allenwp/fix_clamping_in_tonemap_mobile
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Fix inconsistent color clamping between Mobile and Forward+.
2025-11-25 12:55:13 -06:00
Thaddeus Crews
bea52f4e37
Merge pull request #113130 from BastiaanOlij/fix_113022
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Ensure usage of `DATA_FORMAT_R32_SFLOAT` for depth resolve on Forward+
2025-11-25 07:06:52 -06:00
Dario
d17ea061bc
Move D3D12's automatic texture clears to RenderingDevice.
2025-11-25 09:34:38 -03:00
Thaddeus Crews
b3b0feb229
Merge pull request #112916 from DarioSamo/reflection-probe-real-time-fix
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Allow reflection probes to only recreate the atlas when switching to real time.
2025-11-24 16:00:06 -06:00
Thaddeus Crews
9a8b9e5c24
Merge pull request #113010 from blueskythlikesclouds/persistent-map-staging-buffers
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Persistently map staging buffers.
2025-11-24 16:00:04 -06:00
Bastiaan Olij
e5100fd204
Ensure we use DATA_FORMAT_R32_SFLOAT for depth resolve buffer on Forward+
2025-11-25 08:30:23 +11:00
Pedro J. Estébanez
4ba4558cf6
CommandQueueMT: Reduce lock contention in cases of single flusher
2025-11-21 11:11:30 +01:00
Thaddeus Crews
1d8e0138a9
Merge pull request #112196 from kubaofc123/feature/taa_improvement
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TAA adjustment to reduce ghosting
2025-11-20 16:46:58 -06:00
Thaddeus Crews
df7fd31d07
Merge pull request #112978 from stuartcarnie/fix_ninepatch
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2D: Fix nine-patch rendering
2025-11-20 11:10:54 -06:00
Thaddeus Crews
2edc43df8e
Merge pull request #78598 from BastiaanOlij/resolve_depth_buffer_mobile
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Resolve depth buffer in mobile renderer when required
2025-11-20 11:10:48 -06:00
Thaddeus Crews
7e7504c8b0
Merge pull request #112932 from skorpnok/missing_screen_texture_mipmaps
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Add missing mipmaps to RB_TEX_BACK_COLOR
2025-11-20 11:10:46 -06:00
Skyth
f5bbd71dfc
Persistently map staging buffers.
2025-11-20 14:32:55 +03:00
Stuart Carnie
351e0dcfbf
2D: Fix nine-patch rendering
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Closes #112966
2025-11-20 16:47:50 +11:00
Skorpnok
94f433ccf6
Fix missing mipmaps for RB_TEX_BACK_COLOR
2025-11-19 13:38:07 +01:00
Stuart Carnie
bd2d596ca7
2D: Fix clip children
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We were not reusing the last index, same issue as #102161
2025-11-19 06:12:49 +11:00
Allen Pestaluky
2c6749ab9a
Fix inconsistent color clamping between Mobile and Forward+.
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Also remove inconsistencies with glow blending code and comments between the two shader files to allow for easier comparison of the two tonemap files.
2025-11-18 12:33:42 -05:00
Thaddeus Crews
b59cded5d7
Merge pull request #112911 from bruvzg/d3dwine
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Fix D3D12 renderer crash on Wine.
2025-11-18 08:25:43 -06:00
Dario
f07923a527
Allow reflection probes to only recreate the atlas when switching to real time.
2025-11-18 09:50:16 -03:00
blaqjack
d650ac8a96
TAA adjustment to reduce ghosting
2025-11-18 12:24:09 +01:00
Pāvels Nadtočajevs
90f2026c0f
Fix D3D12 renderer crash on Wine.
2025-11-18 12:38:22 +02:00
Thaddeus Crews
46adcc6268
Merge pull request #112801 from clayjohn/premul-alpha-sss
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Apply `PREMUL_ALPHA_FACTOR` only in non-split-specular shader variants.
2025-11-17 10:56:40 -06:00
Bastiaan Olij
21ffbecfa9
Resolve depth buffer in pass if supported by driver
2025-11-17 17:29:38 +11:00
clayjohn
a7e1a65ca8
Apply PREMUL_ALPHA_FACTOR only in non-split-specular shader variants.
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This avoids a shader compile error when using SSS and PREMUL_ALPHA_FACTOR in the same shader.
This doesn't change any functionaility, since in practive, the split-specular shader variant is only ever used for opaque objects while using premul alpha makes the object non-opaque
2025-11-14 23:17:17 -08:00
clayjohn
79ffbfdf73
Reorganize canvas shader varyings in RD renderer
2025-11-14 22:29:28 -08:00
Thaddeus Crews
c6fe923e33
Merge pull request #108516 from KoBeWi/file_graveyard
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Remove unnecessary cpp files after cleanup
2025-11-14 14:23:06 -06:00
Thaddeus Crews
235d11245c
Merge pull request #112481 from stuartcarnie/2d_canvas_vbos
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Massively optimize canvas 2D rendering by using vertex buffers
2025-11-14 14:23:02 -06:00
Stuart Carnie
90c0e6acca
2D: Switch to VBOs for instance data
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- Add support for vertex bindings and UMA vertex buffers in D3D12.
- Simplify 2D instance params and move more into per-batch data to save
bandwidth
Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com >
Co-authored-by: Clay John <claynjohn@gmail.com >
Co-authored-by: A Thousand Ships <96648715+athousandships@users.noreply.github.com >
2025-11-15 06:25:49 +11:00
Thaddeus Crews
1ab8e9847d
Merge pull request #112494 from clayjohn/rd-fog-blend
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Clean up Volumetric Fog blending behavior
2025-11-13 17:42:57 -06:00
Skyth
d27e4dab16
Sanitize INF/NaN when copying last frame texture for SSIL/SSR.
2025-11-13 16:38:54 +03:00
Thaddeus Crews
04bc282ae7
Merge pull request #104851 from Ivorforce/tracy
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Add `profiler` option to `SCons` builds, with support for `tracy` and `perfetto`.
2025-11-12 11:24:15 -06:00
Thaddeus Crews
a627ee6c10
Merge pull request #112471 from Rudra-ravi/claude/fix-godot-official-issues-011CUrnHud9iQ4LV6FDv2hG7
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Fix glow visual compatibility regression
2025-11-10 17:47:07 -06:00
ghostsoft
b2e87ed27f
disable discard and frag errors in gdshaderinc
2025-11-08 17:26:59 +01:00
Lukas Tenbrink
c3747884da
Add some important profiling hooks.
2025-11-08 00:08:48 +01:00
clayjohn
8ee3897048
Clean up Volumetric Fog blending behavior
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Use proper blending everywhere to be consistent and avoid multiplying by opacity twice.
2025-11-07 11:11:44 -08:00
Claude
802eb0b1a0
Fix glow visual compatibility regression (issue #112469 )
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Reverts the default value of Environment.glow_hdr_threshold from 0.0
back to 1.0 to restore the expected glow appearance in existing projects.
The default was inadvertently changed from 1.0 to 0.0 in PR #110077 ,
which caused glow effects to render dramatically different across all
rendering methods (Forward+, Mobile, and GL Compatibility). This broke
backward compatibility with existing projects like the Kenney 3D
Platformer starter kit.
Changed files:
- scene/resources/environment.h
- servers/rendering/storage/environment_storage.h
- drivers/gles3/effects/glow.h
- drivers/gles3/rasterizer_scene_gles3.cpp
- doc/classes/Environment.xml
Setting the value back to 1.0 aligns with documented recommendations
and restores visual consistency.
Fixes #112469
2025-11-07 04:07:41 +00:00
Thaddeus Crews
e1e3f742b7
Merge pull request #111277 from Chaosus/shader_fix_ternary_structs
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Fix ternary expression for structs in shaders
2025-11-04 16:32:40 -06:00
Rémi Verschelde
60043b51ff
Merge pull request #112272 from clayjohn/rd-tonemap-flag
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Use proper bitshift for tonemap srgb flag in Forward+ renderer
2025-11-01 19:06:57 +01:00
Rémi Verschelde
85e47d6fac
Merge pull request #109447 from jon1solution/ssao-in-gles3
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Implement a very simple SSAO in GLES3.
2025-11-01 19:04:57 +01:00
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
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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
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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
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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
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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