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Author SHA1 Message Date
Rémi Verschelde 85e47d6fac
Merge pull request #109447 from jon1solution/ssao-in-gles3
Implement a very simple SSAO in GLES3.
2025-11-01 19:04:57 +01:00
Thaddeus Crews 3c1e479290
Merge pull request #110077 from clayjohn/mobile-glow
Overhaul and optimize Glow in the mobile renderer
2025-10-31 09:23:32 -05:00
Thaddeus Crews fd672dbcfc
Merge pull request #112227 from dsnopek/openxr-composition-layers-viewport-size-changed
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
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
Thaddeus Crews 9b0620bf5f
Merge pull request #112185 from bruvzg/pre26_mac
[macOS/iOS] Fix build with Xcode older than 26.
2025-10-30 10:45:59 -05:00
Pāvels Nadtočajevs e72374a5da
[macOS/iOS] Fix build with Xcode older than 26. 2025-10-30 07:59:16 +02:00
Skyth d4aa3e322d Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA. 2025-10-29 15:02:45 +03:00
Thaddeus Crews ed751529bc
Merge pull request #112094 from mihe/apple-stack-size
Increase stack size for all secondary threads on Apple platforms
2025-10-28 12:19:36 -05:00
Thaddeus Crews 093f176362
Merge pull request #111988 from blueskythlikesclouds/d3d12-resolve-barrier-fix
Insert barriers between subpasses when using enhanced barriers on D3D12.
2025-10-28 12:19:30 -05:00
Skyth 13ada4a565 Insert barriers between subpasses when using enhanced barriers on D3D12. 2025-10-28 10:59:41 +03:00
Stuart Carnie 97c17aedc7 Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
Supersedes #110683
2025-10-28 08:45:26 +11:00
jon1solution 31ee691fbf Implemented a very simple SSAO in GLES3. 2025-10-27 06:02:04 -07:00
Mikael Hermansson b320a6569e Increase stack size for all secondary threads on Apple platforms 2025-10-27 12:49:35 +01:00
Thaddeus Crews edbfb7a6ec
Merge pull request #111183 from stuartcarnie/matias-uma-pc-pr
Add Persistent Buffers utilizing UMA
2025-10-24 11:23:11 -05:00
Thaddeus Crews 9d2b619f51
Merge pull request #108737 from bruvzg/adb_scrcpy
[Android] Add export option to use "scrcpy" to run project from editor.
2025-10-24 11:23:03 -05:00
Stuart Carnie 230adb7511 Add Persistent Buffers
This work is a heavily refactored and rewritten from TheForge's initial
code.

TheForge's original code had too many race conditions and was
fundamentally flawed as it was too easy to incur into those data races
by accident.

However they identified the proper places that needed changes, and the
idea was sound. I used their work as a blueprint to design this work.

This PR implements:

 - Introduction of UMA buffers used by a few buffers
(most notably the ones filled by _fill_instance_data).

Ironically this change seems to positively affect PC more than it does
on Mobile.

Updates D3D12 Memory Allocator to get GPU_UPLOAD heap support.

Metal implementation by Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: TheForge team
2025-10-24 08:16:19 +11:00
BlueCube3310 542d805508 Compatibility: Set `GL_TEXTURE_MAX_LEVEL` to the number of mipmaps 2025-10-23 18:46:47 +02:00
Thaddeus Crews da593d0c16
Merge pull request #111897 from allenwp/environment-adj-prioritize-old-behaviour
Improve `Environment` adjustments (favor old behavior and quality).
2025-10-23 11:03:56 -05:00
Allen Pestaluky 0c7f013c55 Improve `Environment` color adjustments; specifically brightness and HDR 2D contrast.
This commit changes adjustments to behave as follows for all rendering configurations:

- Apply brightness to linear-encoded values, preventing contrast, saturation, and hue from being affected.
- Apply contrast to perceptually uniform (nonlinear sRGB-encoded) values, matching existing behavior when HDR 2D is disabled and producing optimal visual quality.
- Apply saturation with even color channel weights. This causes brightness of certain colors to change, but matches existing behavior when HDR 2D is disabled.

Adjustments are applied after glow and tonemapping to match existing behavior.
2025-10-23 11:08:49 -04:00
Thaddeus Crews 3f34e38703
Merge pull request #109596 from atlasapplications/splash-screen-stretch-mode
Add Stretch Modes for Splash Screen
2025-10-21 19:09:33 -05:00
Thaddeus Crews 84d516fc91
Merge pull request #111834 from clayjohn/OBS-bug
Use `GL_FRAMEBUFFER` instead of `GL_DRAW_FRAMEBUFFER` when doing final blit to the screen framebuffer to work around OBS bug
2025-10-21 19:09:31 -05:00
Justin Sasso b6b3e1ef9e Add Stretch Modes for Splash Screen
Co-authored-by: Samuel Pedrajas <samuelpedrajaspz@gmail.com>
2025-10-21 18:20:44 -04:00
Thaddeus Crews da3bdacf64
Merge pull request #111210 from blueskythlikesclouds/ssr-overhaul
Overhaul screen space reflections.
2025-10-21 15:11:08 -05:00
Skyth c128886c63 Overhaul screen space reflections. 2025-10-21 19:23:38 +03:00
Thaddeus Crews 1580e1069d
Merge pull request #111691 from adamscott/fix-macos-microphone
[macOS] Fix microphone issue
2025-10-21 10:27:05 -05:00
Clay John 7bde47e433 Use GL_FRAMEBUFFER instead of GL_DRAW_FRAMEBUFFER when doing final blit to the screen framebuffer to work around OBS bug 2025-10-19 19:25:28 -07:00
clayjohn b20466d12f Add all PowerVR devices to the ban list for disabling the transform feedback shader cache 2025-10-18 10:28:25 -07:00
Thaddeus Crews 2edad6860a
Merge pull request #111658 from brycehutchings/bryceh_d3d12_native_handle_fixes
Fix D3D12 rendering device driver returning pointers to internal types for get_resource_native_handle instead of proper D3D12 primitives
2025-10-16 12:48:04 -05:00
Stuart Carnie a281e91c5a Metal: Fix `texture_get_data` other linear formats
Introduce a specialised `texture_get_data` for `RenderDeviceDriver`,
which can retrieve the texture data from the GPU driver for shared
textures (`TEXTURE_USAGE_CPU_READ_BIT`).

Closes #108115
2025-10-16 06:46:51 +11:00
Adam Scott b4f9060db6
[macOS] Fix microphone issue 2025-10-15 15:37:48 -04:00
Bryce Hutchings 1f7e7de82b Fix D3D12 driver returning internal types to RenderingDevice's texture_get_native_handle/get_driver_resource 2025-10-15 10:35:38 -07:00
Clay John 36b92128b1
Merge pull request #110671 from allenwp/environment-glow-consistent
Blend glow before tonemapping and change default to screen.
2025-10-14 21:29:43 -07:00
Pāvels Nadtočajevs f7263b9517
[Android] Add export option to use "scrcpy" to run project from editor. 2025-10-14 15:12:48 +03:00
Thaddeus Crews 599fd7344a
Merge pull request #111356 from blueskythlikesclouds/d3d12-spec-constant-patch-fix
Fix specialization constant patching on D3D12.
2025-10-13 12:30:15 -05:00
Allen Pestaluky cafc012b05 Blend `Environment` glow before tonemapping and change default blend mode to screen.
Additionally, change the minimum `tonemap_white` parameter to `1.0`; users can increase `tonemap_exposure` for a similar effect to decreasing `tonemap_white` below `1.0`.

Co-authored-by: Hei <40064911+Lielay9@users.noreply.github.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-10-10 12:08:08 -04:00
Bastiaan Olij 3a003b2d96 Ensure uv2_attrib(_input) is available when rendering lightmap. 2025-10-10 14:17:34 +11:00
Allen Pestaluky bd9d1bf070 Add material debanding for use in Mobile rendering method.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-10-08 16:22:41 -04:00
Thaddeus Crews 1cf0bc2c6c
Merge pull request #111321 from blueskythlikesclouds/d3d12-region-fix
Fix D3D12 not checking for fullscreen clear region correctly.
2025-10-08 13:56:40 -05:00
Skyth 36b7e77f03 Fix specialization constant patching on D3D12. 2025-10-08 09:37:35 +03:00
Kaleb Reid f2d0ea6d40 Ensure reflection atlas is valid before rendering 2025-10-07 22:05:22 -07:00
Thaddeus Crews ef853bbc06
Merge pull request #111347 from Ivorforce/no-algorithm
Add `max()` to `Span`, replacing `<algorithm>` include from `rendering_device_commons.h`
2025-10-07 17:15:09 -05:00
Lukas Tenbrink 1fa332cad4 Add `max()` to `Span`.
Remove `<algorithm>` include from `rendering_device_commons.h`, using `Span` instead.
2025-10-07 22:26:32 +02:00
Thaddeus Crews cb164a38f2
Merge pull request #107384 from Kaleb-Reid/compat-directional-cull-mask
Implement DirectionalLight3D cull masks in Compatibility
2025-10-07 11:54:42 -05:00
Thaddeus Crews b95024752a
SCons: Remove system includes 2025-10-07 08:11:29 -05:00
Rémi Verschelde fda0e83bd5
Merge pull request #111192 from Nintorch/fix-joy-weird-presses
Fix invalid reported joypad presses
2025-10-07 14:34:05 +02:00
Rémi Verschelde 9052d31c68
Merge pull request #111331 from Repiteo/scons/revert-cppextpath
Revert "SCons: Add `CPPEXTPATH` for external includes"
2025-10-07 13:07:19 +02:00
Thaddeus Crews fdc235f496
Merge pull request #110884 from Kaleb-Reid/fix-spotlight-aabb
Use correct AABB for SpotLight3Ds when `spot_angle > 90`
2025-10-06 14:34:05 -05:00
Thaddeus Crews 36b76fc84c
Merge pull request #110915 from Kaleb-Reid/compat-clear-buffers
Clear intermediate buffers when not in use in Compatibility
2025-10-06 14:34:04 -05:00
Thaddeus Crews b17aa3343a
Revert "SCons: Add `CPPEXTPATH` for external includes" 2025-10-06 13:09:22 -05:00