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
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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
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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
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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
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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
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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
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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
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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
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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
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[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
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[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
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Add Mesa version check.
2025-12-18 14:29:23 +01:00
Rémi Verschelde
30c2fc148e
Merge pull request #113575 from bruvzg/fix_path
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[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
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[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
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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
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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
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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
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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.
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- 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
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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
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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
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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
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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
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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
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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.
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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
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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