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4269 Commits

Author SHA1 Message Date
Stuart Carnie 5312811c4d Metal: Fix SPIR-V → MSL compilation on iOS targets 2025-02-27 10:22:39 +11:00
Stuart Carnie 818afcb327 Metal: Compile `MTLLibrary` on demand when pipeline is created
This changes the default shader loading strategy, implemented in the
Metal driver, to compile the `MTLLibrary` on demand when the pipeline
is created, which reduces cold startup time on IPHONE target OSs.

Normally, the `MTLLibrary` is compiled from Metal source asynchronously
when Godot calls
`RenderingDeviceDriverMetal::shader_create_from_bytecode`; however, this
changes this behaviour on mobile platforms to do it on demand when the
pipeline is created, as noted in #96052, Godot will ask to create
many more shaders from bytecode than are initially required. Mobile
OSs like iOS are limited to compiling to shader libraries concurrently,
which results in a significant bottleneck.

This is not the default for macOS, as it can concurrently compile many
shaders at once, resulting in faster startup times for the Godot editor.
2025-02-25 05:32:38 +11:00
Alex ee0cebeaad Fix `modified_time` on Android 2025-02-20 17:13:41 +01:00
Rémi Verschelde cd72d26518
Merge pull request #102830 from clayjohn/vma-memory-fix
Restore using VMA to create buffers and images
2025-02-17 09:47:47 +01:00
Thaddeus Crews b607110ad2
Merge pull request #102792 from clayjohn/varying-crash
Validate varying count when compiling shaders
2025-02-14 08:25:39 -06:00
clayjohn d93ac5ee0c Restore using VMA to create buffers and images when we don't need to extra gpu memory tracking.
VMA handles memory allocation on certain devices better than our custom VK code, so we might as well use it

Co-authored-by: Matias N. Goldberg <dark_sylinc@yahoo.com.ar>
2025-02-13 17:40:42 -08:00
clayjohn 35100396e4 Validate varying count when compiling shaders
This avoids crashing on devices when a number of varyings greater than the device limit is used.

For now this accurately prints an error when compiling the shader, but the error text only pops up in the editor if the number of user varyings is above the limit.
2025-02-13 15:07:15 -08:00
bruvzg f0ac8294cb [Windows] Add missing opened file check. 2025-02-13 11:18:46 +02:00
Pāvels Nadtočajevs d5865cb962 [Unix] Fix deleting symlinks. 2025-02-07 18:57:22 +02:00
BlueCube3310 8714b36171 Fix rendering material when UV2 is compressed 2025-02-06 20:24:46 +01:00
Rémi Verschelde 50b847992d Merge pull request #101602 from stuartcarnie/metal_gpu_address
Metal: Enable GPU buffer address support
2025-02-05 11:33:50 +01:00
Thaddeus Crews ea2770eb4f
Merge pull request #101947 from Rudolph-B/Issue-101750
Add Heightfield mask to GPUParticlesCollisionHeightField3D
2025-02-04 09:04:11 -06:00
Rudolph Bester b162c59097 Fix GPUParticlesCollisionHeightField3D adding collisions excluded by its layer_mask
Co-authored-by: Yahia Zakaria <yahiazakaria13@gmail.com>
2025-02-04 08:02:44 +02:00
Pāvels Nadtočajevs e6e108d091 Implement `get_length()` for pipes. 2025-02-03 16:50:00 +02:00
bruvzg baa33d49b1 [Windows] Fix build with MinGW 8.0.0-1. 2025-01-31 20:39:31 +02:00
Chaosus 570e59df3d Fix shader uniforms has null as default value 2025-01-31 07:35:51 +03:00
Thaddeus Crews 3ba6ac0f66
Merge pull request #102143 from MathdudeMan/shader-error
Fix: Mass property particle shader bug
2025-01-29 17:45:13 -06:00
Stuart Carnie 0a9cd5ede9 2D: Fix clip children and rendering artefacts
Fixes both GLES3 and RendererRD implementations

Closes #102147
2025-01-30 07:19:47 +11:00
MathdudeMan 964cd6525e Fix: Mass property particle shader error 2025-01-28 21:00:26 -05:00
Thaddeus Crews 808c25f453
Merge pull request #102089 from adamscott/fix-curve-texture-web
Add check for float texture linear filtering support
2025-01-28 09:03:39 -06:00
Adam Scott 60913170c6
Add check for float texture linear filtering support
Co-authored-by: Clay John <claynjohn@gmail.com>
2025-01-27 22:12:08 -05:00
Thaddeus Crews 82199a83ce
Merge pull request #101998 from stuartcarnie/2d_buffer_overwrite
2D: Fix rendering artifacts when using `BackBufferCopy`.
2025-01-27 09:46:22 -06:00
Julian Todd b5622e9f78 Initialize pa_buffer_attr.maxlength to -1 2025-01-27 07:57:57 +00:00
Stuart Carnie 2510fefebd 2D: Fix rendering artefacts when using `BackBufferCopy`.
Fixes both GLES3 and RendererRD implementations
2025-01-25 10:22:07 +11:00
Thaddeus Crews 802cb0fed8
Merge pull request #101909 from BlueCube3310/compat-rgtc-arr
WebGL2: Fix 2D array textures with RGTC compression not rendering
2025-01-24 09:05:36 -06:00
Matias N. Goldberg c30eff5986 Fix performance regression introduced in #90993
PR #90993 needed to get rid of VMA_MEMORY_USAGE_AUTO_PREFER_HOST because
we no longer used vmaCreateBuffer so we could specify the allocation
callbacks.

This however resulted in the wrong memory pool being chosen, causing
signficant performance slowdown.

Indicate additional preferred flags to help VMA select the proper pool.

Fixes #101905
2025-01-24 00:08:29 -03:00
BlueCube3310 2221f6ed13 WebGL2: Fix 2D array textures with RGTC compression not rendering 2025-01-22 20:41:20 +01:00
Thaddeus Crews 604e3ab91f
Merge pull request #101730 from clayjohn/GLES3-emission-half
Bake UV2 emission using half float in the compatibility backend
2025-01-20 10:05:39 -06:00
Thaddeus Crews 0d4696b472
Merge pull request #101515 from allenwp/agx-negative-optimizations
Optimize AgX tonemapper's handling of negative values
2025-01-20 10:05:38 -06:00
Thaddeus Crews dcf4996276
Merge pull request #101159 from brandon515/compatibility_particle_shader_fix
Fix inverted `GPUParticlesCollisionHeightField3D` in compatibility renderer.
2025-01-20 10:05:24 -06:00
Brandon Haley 990612040a Implemented fix from #91219 in compatibility renderer by reversing the z
axis in the particle shader.
2025-01-18 13:32:10 -05:00
clayjohn 441fc1cba3 Baked UV2 emission using half float in the compatibility backend
The Lightmapper expects a half float image anyway, so this is both more efficient and correct
2025-01-17 16:46:31 -08:00
clayjohn b8252196df Avoid leaking ninepatch state to other draw commands in GLES backend 2025-01-17 10:13:04 -08:00
Stuart Carnie 01b4fd3522 Metal: enable GPU buffer address support 2025-01-16 06:10:50 +11:00
Matias N. Goldberg 7b2f1e1d09 Fix union order to simplify empty initializers
This is a followup to PR #101344 (commit
0e06eb80bc).

Some of them were not an issue because Godot was initializing all
members, but they were "fixed" just in case since it could become a
problem in the future.

Valgrind was specifically complaining about HashMapData &
GlobalPipelineData.
2025-01-14 19:05:01 -03:00
Rémi Verschelde 9d2798d4aa Merge pull request #100116 from allenwp/prevent-wasapi-error-spam
Prevent WASAPI error spam when device cannot be initialized.
2025-01-14 18:29:25 +01:00
Rémi Verschelde 85b066aa78 Merge pull request #99455 from Bonkahe/IndirectMultimeshImplementation
Add indirect draw functionality to `MultiMesh`
2025-01-14 15:05:42 +01:00
thimenesup 3d92f406b2 Implement Buffer Device Address for Rendering Device Vulkan and DirectX12 2025-01-13 22:43:29 -08:00
Rémi Verschelde 643a6f15f3 Merge pull request #101510 from scgm0/OpenGL3-renderer-supports-transparent-boot-splash
OpenGL3 renderer supports transparent boot splash
2025-01-14 00:22:21 +01:00
Allen Pestaluky c5cf73a2e7 Optimize AgX tonemapper's handling of negative values
This change improves performance of the AgX tonemapper by allowing two matrix multiplications to be combined into one. This comes at the cost of loss of color information that could be correctly interpreted as positive RGB values in the Rec. 2020 color space. Additionally, an insignificant amount of error is intentionally introduced to the input color value to prevent the need for a second max function call before log2. The final negative color clipping has been removed to allow the tonemapper to return negative RGB values, similar to other tonemappers in Godot.
2025-01-13 17:35:35 -05:00
scgm0 b331ffa7e9 OpenGL3 renderer supports transparent boot splash 2025-01-14 05:58:59 +08:00
David House e6daec9cf8 Added indirect drawing functionality to MultiMesh
Update doc/classes/RenderingServer.xml

Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com>
2025-01-13 14:51:51 -06:00
Rémi Verschelde 5877f94b65 Merge pull request #101431 from YYF233333/remote_tree_fix
Use `GetFileAttributesW` for checking file existence on Windows
2025-01-13 20:22:19 +01:00
Rémi Verschelde 1d3acbdd49 Merge pull request #100851 from stuartcarnie/metal_fixups
Metal: Fix occasional use-after-free in Metal driver
2025-01-13 20:21:52 +01:00
Rémi Verschelde 133db1fd60 Merge pull request #92089 from QbieShay/qbe/particle_seek
Implement particle seek request and seed options.
2025-01-13 20:21:28 +01:00
Rémi Verschelde 89f233aca3 Merge pull request #101217 from BlueCube3310/gl-uncomp-formats
Compatibility: Improve gl texture format detection
2025-01-12 18:07:12 +01:00
Rémi Verschelde 62a5ea69ad Merge pull request #101406 from allenwp/fix-agx-contrast-curve
Fix AgX sigmoid contrast curve approximation
2025-01-11 22:30:09 +01:00
Rémi Verschelde d83598e9b9 Merge pull request #100778 from BlueCube3310/compat-get-texture-silence
Compatibility: Avoid converting to compressed formats when retrieving image data
2025-01-11 22:29:44 +01:00
Stuart Carnie 9fc39ae321 Metal: Use retained references; shared pixel format code
Most important is a fix for an occasional crash due to a use-after-free
bug.

A number of API availability declarations were updated to include tvOS.

The code is now simplified and generic for all platforms, which makes
way for future tvOS support.

Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2025-01-12 07:11:22 +11:00
QbieShay e9eb0b6082 Implemented tools around particles seed randomization.
The purpose of this code is to expose the necessary
functions for users and engine devs to develop tooling
for properly timing and seeking inside particles.

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-11 16:31:24 +01:00