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4804 Commits

Author SHA1 Message Date
Dario f714eaba0d Do not store SPIR-V in memory unless pipeline statistics are used. 2026-01-16 18:51:33 -03:00
Rémi Verschelde 0dd64f4224
Merge pull request #114851 from Nintorch/set-joy-light-return-type
Change return type for `Input.set_joy_light()` from `bool` to `void`
2026-01-13 22:20:50 +01:00
Ricardo Sanchez-Saez 4bf4d10f5e
Avoid warning when compiling on visionOS 26 SDK 2026-01-12 15:03:21 -08:00
Nintorch 22a4f9fd9c Refactor Input.set_joy_light() 2026-01-11 22:52:40 +05:00
Stuart Carnie 541f62617f Metal: Fix dynamic uniform buffer offset corruption when rebinding sets
When the same uniform set is bound multiple times within a render pass
(e.g., OPAQUE pass then ALPHA pass with different instance buffers),
the dynamic offset bits were being OR'd together, corrupting the packed
frame indices.

For example, if OPAQUE binds set 1 with frame_idx=1 (0x10) and ALPHA
binds set 1 with frame_idx=2 (0x20), the OR produces 0x30 instead of
the correct 0x20, causing the shader to read from the wrong buffer
offset.

This fix clears the relevant bits for each set being bound before
OR'ing the new values, ensuring only the latest frame indices are used.

Fixes rendering artifacts in the mobile renderer which uses two dynamic
uniforms (uniform buffer + storage buffer) in set 1, unlike the clustered
renderer which only has one.
2026-01-09 16:34:24 +11:00
Rémi Verschelde 0449f4bce1
Merge pull request #114657 from DarioSamo/immutable-sampler-descriptor-fix
Always add Vulkan descriptor count for immutable samplers to descriptor pool.
2026-01-08 17:15:33 +01:00
Rémi Verschelde 2b8be909ed
Merge pull request #114645 from blueskythlikesclouds/fix-dxil-view-instancing-workaround
Fix DXIL view instancing workaround not getting applied correctly.
2026-01-07 01:42:12 +01:00
Dario bce41d08fe Always add Vulkan descriptor count for immutable samplers to descriptor pool. 2026-01-06 16:02:51 -03:00
Rémi Verschelde 4757542c31
Merge pull request #114146 from blueskythlikesclouds/d3d12-discard-state-fix
Fix incorrect resource state when discarding MSAA textures in D3D12.
2026-01-06 10:59:49 +01:00
Rémi Verschelde bc6f6a6358
Merge pull request #113842 from blueskythlikesclouds/rd-depth-clear-on-first-use
Clear depth stencil textures on first use if the RDD requires it.
2026-01-06 10:59:42 +01:00
Skyth 33475724e5 Fix DXIL view instancing workaround not getting applied correctly. 2026-01-06 12:39:35 +03:00
Skyth e631fce422 Remove amplification & mesh shader deny flags on D3D12. 2026-01-05 11:16:20 +03:00
Rémi Verschelde 7692a3d53b
Merge pull request #114313 from blueskythlikesclouds/handle-descriptor-fragmentation
Create new pools when they become fragmented on Vulkan.
2026-01-01 10:19:54 +01:00
Skyth 3ef93dc19f Implement workaround for GPU driver crash on Adreno 5XX. 2025-12-29 15:14:04 +03:00
Skyth 3b23931eae Create new pools when they become fragmented on Vulkan. 2025-12-22 12:42:19 +03:00
Bastiaan Olij 3a486ef46c Fix OpenGL motion vector regression 2025-12-21 11:23:49 +11:00
Rémi Verschelde 0bb30e4e90
Merge pull request #114175 from BastiaanOlij/opengl_split_motion_vector_ubos
OpenGL: Split the ubos for motion vectors into separate uniforms
2025-12-19 11:53:26 +01:00
Bastiaan Olij 6c52ba9625 OpenGL: Split the ubos for motion vectors into separate uniforms 2025-12-19 11:51:18 +11:00
Rémi Verschelde cd157234b1
Re-Merge pull request #110192 from bruvzg/ios_soc_list
[iOS] Add device SOC list, update DPI list.

First merge attempt was out of sync with the PR.
2025-12-18 23:30:17 +01:00
Rémi Verschelde 624d77d67a
Merge pull request #109112 from bruvzg/mem_stat
[iOS/macOS] Improve `OS.get_memory_info`
2025-12-18 23:29:29 +01:00
Pāvels Nadtočajevs bb22b0eece
[iOS] Update device SOC list and DPI list. 2025-12-18 16:30:14 +02:00
Rémi Verschelde 8a6408c1ce
Merge pull request #114142 from bruvzg/mesa_ver_check
Add Mesa version check.
2025-12-18 14:29:23 +01:00
Rémi Verschelde 30c2fc148e
Merge pull request #113575 from bruvzg/fix_path
[Unix] Remove leading `..` from absolute paths and apply `simplify_path` to Unix current directory path.
2025-12-18 14:23:59 +01:00
Rémi Verschelde 047a7c5aa5
Merge pull request #110192 from bruvzg/ios_soc_list
[iOS] Add device SOC list, update DPI list.
2025-12-18 14:23:02 +01:00
Skyth 4f7146f59b Fix incorrect resource state when discarding MSAA textures in D3D12. 2025-12-18 14:07:14 +03:00
Pāvels Nadtočajevs 2c68c80b19
Add Mesa version check. 2025-12-18 11:31:52 +02:00
Rémi Verschelde 7b1a525f17
Merge pull request #114040 from blueskythlikesclouds/agility-sdk-fix
Fix D3D12 device not getting created with Agility SDK.
2025-12-16 11:27:03 +01:00
Thaddeus Crews 233a00c474
Merge pull request #113968 from akien-mga/sdl-3.2.28
sdl: Update to 3.2.28
2025-12-15 17:40:50 -06:00
Skyth 83af078761 Clear depth stencil textures on first use if the RDD requires it. 2025-12-15 18:34:43 +03:00
Skyth 5c69e70f16 Fix D3D12 device not getting created with Agility SDK. 2025-12-15 18:32:08 +03:00
Pāvels Nadtočajevs f7a10145ae
Update access-kit to 0.18.0 2025-12-14 01:05:36 +02:00
Rémi Verschelde a5452ce8c5
sdl: Update to 3.2.28 2025-12-13 00:04:56 +01:00
Thaddeus Crews a6f313c755
Merge pull request #113618 from blueskythlikesclouds/spirv-to-dxil-memory-alloc-opt
Update Mesa NIR to 25.3.1 + Make each SPIR-V -> DXIL conversion thread allocate from its own heap
2025-12-12 14:15:09 -06:00
Skyth 62335d1ac7 Make each SPIR-V -> DXIL conversion thread allocate from its own heap. 2025-12-12 17:05:39 +03:00
Skyth d28758e166 Fix SYNC_ALL bit getting masked out on D3D12. 2025-12-11 17:04:07 +03:00
Thaddeus Crews 14e840dd75
Merge pull request #113533 from ndarilek/fix-accessibility-node-name-persistence
Accessibility: Re-apply stored name when recreating nodes
2025-12-10 18:10:45 -06:00
mxtherfxcker 8a23bec158 Update re-spirv to fix multiple regressions.
- Fix behavior regression from decoration change.
- Empty shader fix.
- Add image query ops.

Co-authored-by: DarioSamo <dariosamo@gmail.com>
2025-12-08 16:13:36 -03:00
Thaddeus Crews db8b25e62a
Merge pull request #113609 from Kaleb-Reid/sun-scatter-incremental
Check if sun scatter is enabled when using SKY_MODE_AUTOMATIC
2025-12-08 11:53:56 -06:00
Rémi Verschelde 4b448fdd19
Merge pull request #113585 from brycehutchings/fix_d3d12_array_multisample
Fix bad D3D12 SRV breaking MSAA with OpenXR
2025-12-05 09:38:38 +01:00
Kaleb Reid 05830dfbfb Check if sun scatter is enabled when using SKY_MODE_AUTOMATIC 2025-12-04 22:58:05 -08:00
Bryce Hutchings ed4bc24f9b Fix bad D3D12 SRV breaking MSAA with OpenXR 2025-12-04 12:00:13 -08:00
Pāvels Nadtočajevs 6c6c184c32
[Unix] Remove leading `..` from absolute paths and apply `simplify_path` to Unix current directory path. 2025-12-04 20:15:26 +02:00
Thaddeus Crews 63e14e13f9
Merge pull request #111767 from Repiteo/scons/libcpp-transitive
SCons: Remove transitive includes in `libc++`
2025-12-03 21:02:01 -06:00
Nolan Darilek abf7b3c2ee Accessibility: Re-apply stored name when recreating nodes in _ensure_node
When TabContainer calls accessibility_update_add_related_controls(), it
triggers _ensure_node() which creates a new AccessKit node. Since the
node pointer was nulled after the previous tree update push, this creates
an empty node without any properties.

TabBar only sets tab properties (name, bounds) when accessibility_item_dirty
is true. After initial setup, dirty=false, so recreated nodes would be
pushed without names, causing screen readers to announce "page tab" without
the tab name.

This fix re-applies the stored name (and name_extra_info) when _ensure_node
creates a new node, ensuring tab names persist across node recreations.
2025-12-03 18:50:11 -05:00
Thaddeus Crews 5a7e1bf0f4
Merge pull request #113288 from goatchurchprime/gtch/audioservermic
AudioServer to have function to access microphone buffer directly
2025-12-03 16:50:32 -06:00
Julian Todd 3e8bf3ba91 Access microphone buffer from AudioServer and prevent microphone double starts 2025-12-03 19:49:56 +01:00
Thaddeus Crews 8105ff7ac7
Merge pull request #106940 from allenwp/agx-add-white-contrast
Add `white`, `contrast`, and future HDR support to the AgX tonemapper.
2025-12-03 11:42:29 -06:00
Allen Pestaluky 628df323e2 Add `agx_white`, `agx_contrast` and HDR support to the AgX tonemapper.
Also optimize all tonemappers to perform less calculations per-pixel.

Note: unlike `white`, `agx_white` is limited to a minimum of `2.0` and defaults to `16.29`. When using a RGB10A2 render buffer, `agx_white` will be ignored and a value of `2.0` will be used instead to ensure good behavior on the Mobile renderer.
2025-12-03 09:01:39 -05:00
Nolan Darilek 6304e9f876 Accessibility: Fix text field character count and line navigation
Two fixes for text field accessibility:

1. Fix character count being off by one due to trailing newline always
   being appended to the last line. Add `is_last_line` parameter to
   `accessibility_create_sub_text_edit_elements()` to control this.

2. Link adjacent TextRuns via `previous_on_line`/`next_on_line` so
   screen readers can properly navigate lines. Without these links,
   AccessKit treats each TextRun as a separate line, causing incorrect
   announcements when arrowing through multi-line text.
2025-12-03 07:19:05 -05:00
Skyth a8d3ecec13 Refactor descriptor heaps in D3D12 driver. 2025-12-03 11:02:41 +03:00