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3357 Commits

Author SHA1 Message Date
Rémi Verschelde e1ad44c496
Merge pull request #114804 from clayjohn/mobile-hdr-sky
Use luminance multiplier for sky background when using mobile renderer with HDR2D
2026-01-10 23:51:29 +01:00
Rémi Verschelde 569a36b6fe
Merge pull request #114785 from blueskythlikesclouds/mali-msaa-subpass-fix
Fix MSAA crashing Mali GPUs when using subpasses.
2026-01-10 07:28:43 +01:00
clayjohn 87217e50ef Use luminance multiplier for sky background when using mobile renderer with HDR2D 2026-01-09 09:59:22 -08:00
Rémi Verschelde a7c6538093
Merge pull request #114773 from clayjohn/sky-shader-radiance-fix
Add compatibility handler to `RADIANCE` in sky shaders
2026-01-09 15:00:51 +01:00
Skyth 71582241a3 Fix MSAA crashing Mali GPUs when using subpasses. 2026-01-09 15:04:36 +03:00
clayjohn 6b4e26c479 Add compatibility handler to RADIANCE in sky shaders since the type was changed.
It was a textureCube, but now it is a texture2D. For compatibility purposes we need to continue exposing a cube texture. So we need to add this scaffolding to properly sample from it.
2026-01-08 16:19:38 -08:00
clayjohn 576afb6c18 Workaround crash in pipeline creation on intel Mesa devices by avoiding using half floats in derivative functions 2026-01-08 14:23:38 -08:00
Rémi Verschelde c8b1071f3b
Merge pull request #114727 from blueskythlikesclouds/ssr-after-specular-occlusion
Prevent SSR from getting affected by specular occlusion.
2026-01-08 22:57:21 +01:00
Skyth 614d0e2f0d Prevent SSR from getting affected by specular occlusion. 2026-01-08 11:41:21 +03:00
Skyth 25824f18f5 Handle RGB10_A2 storage format in octmap shaders. 2026-01-08 11:16:40 +03:00
Rémi Verschelde 7d807ec22d
Merge pull request #114476 from blueskythlikesclouds/create-separate-graphics-queue-for-transfer
Create separate graphics queue instead of reusing the main queue when transfer queue family is unsupported.
2026-01-06 18:25:50 +01:00
Rémi Verschelde 23b7415b05
Merge pull request #114356 from nikitalita/fix-dummy-mesh-blend-shape
Fix setting mesh blend shape properties in dummy mesh storage
2026-01-06 18:25:43 +01:00
Thaddeus Crews f5c66ba68b
Merge pull request #114279 from clayjohn/sky-singularity
Avoid singularity during sky filtering
2026-01-06 09:56:53 -06:00
Rémi Verschelde 05a46f3654
Merge pull request #114194 from blueskythlikesclouds/consistent-screen-and-viewport-sizes
Pass consistent viewport and screen sizes to fix point size emulation.
2026-01-06 10:59:54 +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
clayjohn 6e6d59b2e7 Avoid singularity during sky filtering by using a different method of calculating the orthonormal basis 2026-01-05 14:11:58 -08:00
Rémi Verschelde 52e7076a48
Merge pull request #114314 from blueskythlikesclouds/octmap-raster-fallback
Fall back to octmap raster path on certain devices & fix issues with the shaders.
2026-01-01 16:47:01 +01:00
Rémi Verschelde 51ff4d0458
Merge pull request #113334 from Image-unavailable/voxelgi-reflection-fix
Fix VoxelGI glossy reflection artifacts
2026-01-01 16:46:05 +01:00
Skyth 2bc63ddf08 Create separate graphics queue instead of reusing the main queue when transfer queue family is unsupported. 2025-12-31 16:46:34 +03:00
Fredia Huya-Kouadio be24804e1a Trigger save of the RD pipeline cache on application pause 2025-12-30 19:25:29 -08:00
nikitalita 84742563f8 Fix setting mesh blend shape properties in dummy mesh storage 2025-12-26 12:44:22 -08:00
Skyth 205d9814f1 Fall back to octmap raster path on certain devices & fix issues with the shaders. 2025-12-25 16:53:11 +03:00
Dario cf0cb625b2 Fix real time reflection probes being constantly recreated. 2025-12-22 10:02:09 -03:00
Skyth c1d7c097b1 Pass consistent viewport and screen sizes to fix point size emulation. 2025-12-19 14:51:49 +03:00
Bastiaan Olij f270f0a5bd Skip MSAA2D when OpenXR is used 2025-12-19 15:48:29 +11:00
Rémi Verschelde e4c542d5a4
Merge pull request #113660 from clayjohn/pipeline-free
Check pipeline validity before freeing pipelines in PipelineDeferredRD
2025-12-17 22:26:57 +01:00
clayjohn 8d1277fdb1 Free octmap pipelines before freeing shaders and check pipeline validity before freeing pipelines in PipelineDeferredRD 2025-12-17 11:48:11 -08:00
Rémi Verschelde adb7774a61
RenderingDevice: Add null checks when retrieving uniform sets
This may mitigate a crash seen in the wild in Rift Riff on Android, most
likely trading it for a single-frame rendering bug (which is better than
crashing on user devices).

It doesn't solve the underlying issue which seems to be a race condition
where a uniform set RID gets has been freed while still being reported as
owned by the RID_Owner.
2025-12-16 10:15:02 +01:00
Skyth 83af078761 Clear depth stencil textures on first use if the RDD requires it. 2025-12-15 18:34:43 +03:00
Thaddeus Crews ef0dd99a37
CI: Bump `clang-format` and `clang-tidy` versions
• clang-format: 20.1.0 → 21.1.7
• clang-tidy: 20.1.0 → 21.1.6
• `.clang-format`: 17.0.6 → 18.1.8 (keep 3 versions behind latest for compatibility)
2025-12-13 09:55:14 -06:00
Thaddeus Crews c180b5e569
Merge pull request #113924 from mxtherfxcker/patch-2
Fix MSDF batching flag for StyleBoxTexture
2025-12-12 14:15:04 -06:00
PrIzRaKDev 1f7ed74a32 Fix MSDF batching flag for StyleBoxTexture 2025-12-12 13:10:08 +03:00
Thaddeus Crews e0c40c7ee1
Merge pull request #113844 from BlueCube3310/clearcoat-mobile-fix
Mobile: Fix clearcoat shader compilation error
2025-12-10 18:10:36 -06:00
BlueCube3310 ec705f6d47 Mobile: Fix clearcoat shader compilation error 2025-12-10 13:28:39 +01:00
Pedro J. Estébanez 824287eefb CommandQueueMT: Make re-entrant again + Fix multiple flushers case 2025-12-09 16:09:08 +01:00
Thaddeus Crews 2f752fdfd0
Merge pull request #113486 from ttencate/fix/102799_fade_aabb_center
Use AABB center instead of origin for visibility fade
2025-12-08 11:54:00 -06:00
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
Kaleb Reid 05830dfbfb Check if sun scatter is enabled when using SKY_MODE_AUTOMATIC 2025-12-04 22:58:05 -08:00
Allen Pestaluky 6f02377272 Change `environment_get_glow_hdr_bleed_threshold` error handling to use default value. 2025-12-04 17:42:46 -05:00
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
Skyth f6298405f3 Fix radiance/reflection fallback texture types. 2025-12-03 16:15:56 +03:00
Thomas ten Cate c2bc0afa35 Use AABB center instead of origin for visibility fade
Fixes #79471
Fixes #102799
2025-12-03 09:16:24 +01:00
Thaddeus Crews 62affe05b8
Merge pull request #107902 from DarioSamo/sky-octahedral
Rewrite Radiance and Reflection probes to use Octahedral maps.
2025-12-02 20:43:05 -06:00
Dario c78c3ba894 Rewrite Radiance and Reflection probes to use Octahedral maps.
Co-authored-by: clayjohn <claynjohn@gmail.com>
2025-12-02 17:48:12 -08:00
clayjohn 4cd65e081d Ensure that all spec constants are given a value in the mobile post process shader so that re-spirv can pick up on them and optimize them out of the final shader
This is needed to workaround a bug on Adreno devices when using input attachments and spec constants in the same shader
2025-12-02 11:18:00 -08:00
Thaddeus Crews 0289309270
Merge pull request #112191 from blueskythlikesclouds/point-size-emulation-forward-shader
Implement point size emulation in the forward shader for D3D12.
2025-12-02 11:52:08 -06:00
Skyth ba556ebe03 Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +03:00
Rémi Verschelde 5f12ada7a4
Merge pull request #113432 from TheDying0fLight/set-shader-path-before-compiling
Set shader path before compilation
2025-12-02 14:17:38 +01:00
Simon Döhl 772caa8170 set shader path before compilation 2025-12-02 09:04:19 +01:00