Yufeng Ying
bebe037abf
Add ConstIterator to Dictionary.
2025-03-13 01:28:46 +08:00
Thaddeus Crews
2f5f3c9a5a
Merge pull request #103617 from stuartcarnie/fix_texture_pixel_size
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2D: Fix light shader accessing `TEXTURE_PIXEL_SIZE`
2025-03-12 10:31:50 -05:00
Thaddeus Crews
15a5a2f309
Merge pull request #103766 from BlueCube3310/basisu-hdr-astc
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BasisUniversal: Ensure ASTC's HDR variant is supported when transcoding
2025-03-12 10:31:49 -05:00
Thaddeus Crews
3b66cb5f8d
Merge pull request #103792 from stuartcarnie/metal_fx_fallback
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MetalFX: Change fallback behavior
2025-03-12 10:31:46 -05:00
Thaddeus Crews
a03ec29ac5
Merge pull request #103434 from Chaosus/shader_fix_unused_varying_warning
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Fix "unused varying" incorrect warning in shaders
2025-03-12 10:31:42 -05:00
Thaddeus Crews
d7d85db701
Merge pull request #103889 from clayjohn/rd-allocations-cleanup
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Clean up more dynamic allocations in the RD renderers with a focus on 2D
2025-03-11 14:00:38 -05:00
Thaddeus Crews
a77a28c029
Merge pull request #101971 from clayjohn/sky-light-size-fix
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Pass angular diameter into light size constants for sky shaders.
2025-03-11 09:35:09 -05:00
Thaddeus Crews
0fb0804546
Merge pull request #103641 from darksylinc/matias-mobile-shadows-update
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Fix inefficient upload in Mobile Shadows
2025-03-11 09:35:05 -05:00
Thaddeus Crews
85f9c46713
Merge pull request #103880 from 100gold/fix_deadlock_on_pipelinehashmaprd
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Fix deadlock between `PipelineHashMapRD::local_mutex` and `GDScriptCache::mutex`
2025-03-11 09:35:02 -05:00
clayjohn
4cf9d58dce
Clean up more dynamic allocations in the RD renderers with a focus on 2D.
2025-03-10 13:16:12 -07:00
Thaddeus Crews
8d1c1c5867
Merge pull request #92476 from AThousandShips/string_remove_char
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Add `String::remove_char(s)` methods for performance and convenience
2025-03-10 10:01:04 -05:00
100gold
477b6451a0
fix deadlock between PilelineHashMapRD::local_mutex and GDScriptCache::mutex
2025-03-10 17:48:28 +03:00
A Thousand Ships
331a43a9d8
Add `String::remove_char(s)` methods for performance and convenience
2025-03-10 13:19:28 +01:00
Lukas Tenbrink
605b62cd29
Add `Span` struct (replacing `StrRange`). Spans represent read-only access to a contiguous array, resembling `std::span`.
2025-03-09 18:19:51 +01:00
Thaddeus Crews
cae3d722a3
Merge pull request #99321 from AThousandShips/use_get_slicec
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Use `get_slicec` instead of `get_slice` for single character splitters
2025-03-09 09:05:29 -05:00
Thaddeus Crews
bf6031890e
Merge pull request #103814 from darksylinc/matias-update_perf_report-speedup
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RenderingDevice: Delay expensive operations to `get_perf_report`
2025-03-09 09:05:24 -05:00
Thaddeus Crews
dfdb5359ea
Merge pull request #103547 from clayjohn/forward-plus_instance_data_optimize
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Optimize `_fill_instance_data` function in Forward+ renderer.
2025-03-09 09:05:19 -05:00
A Thousand Ships
466590d0ec
Use `get_slicec` instead of `get_slice` for single character splitters
2025-03-08 20:36:37 +01:00
Matias N. Goldberg
21133425cc
Delay expensive operations to get_perf_report
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The function update_perf_report() is expensive and is called every
frame.
Most of it is not necessary unless the user calls get_perf_report
Affects #102173
2025-03-08 11:25:46 -03:00
clayjohn
5efcd64b23
Reduce per-frame memory allocations from the heap in the Mobile renderer.
2025-03-07 22:01:24 -08:00
Stuart Carnie
f31ddce6d1
MetalFX: change fallback behaviour
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Closes #103782
2025-03-08 15:35:45 +11:00
clayjohn
574f5126a2
Optimize _fill_instance_data function in Forward+ and Mobile renderers.
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This batches together a couple of micro-optimizations that were discovered in profiling and analyzing disassembly.
Importantly, this reduces the amount of instructions in a heavy loop. This has the biggest impact when there are lots of objects and lights in the scene as the function is called once per objects + once per light that touches the object
2025-03-07 15:44:53 -08:00
Thaddeus Crews
324512e11c
Style: Replace header guards with `#pragma once`
2025-03-07 17:33:47 -06:00
Thaddeus Crews
7459a0361d
Merge pull request #103177 from Murrent/shader_default_at_top
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Allow `default` case at the top of a switch scope in shaders
2025-03-07 15:12:55 -06:00
Thaddeus Crews
67d4a245d8
Merge pull request #103267 from YeldhamDev/reality_got_too_extended
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Allow to compile the engine without XR support
2025-03-07 15:12:54 -06:00
Thaddeus Crews
3c43508ed7
Merge pull request #102427 from AThousandShips/fix_substr
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Clean up some uses of `String::substr`
2025-03-07 15:12:33 -06:00
Thaddeus Crews
c937b6d180
Merge pull request #102419 from Ivorforce/std-size
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Use `std::size` instead of `sizeof(a) / sizeof(a[0])` pattern throughout the codebase.
2025-03-07 15:12:25 -06:00
BlueCube3310
4d46ef8e8e
BasisUniversal: Ensure ASTC's HDR variant is supported when transcoding
2025-03-07 15:26:03 +01:00
A Thousand Ships
5113022dfe
Clean up some uses of `String::substr`
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Cases where the end position is either equvalent to the default or past
the end of the string.
2025-03-07 14:50:38 +01:00
Thaddeus Crews
b6ece17de1
Merge pull request #103529 from clayjohn/RD-trivial-instance-data
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Validate triviality of InstanceData struct in Mobile and Forward+ renderers
2025-03-06 16:36:14 -06:00
Thaddeus Crews
4bafafaeb3
Merge pull request #102777 from darksylinc/matias-astc-hdr
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Add ASTC HDR format variants
2025-03-06 16:36:06 -06:00
Stuart Carnie
b3694662a2
2D: Fix light shader accessing TEXTURE_PIXEL_SIZE
2025-03-06 05:30:20 +11:00
Matias N. Goldberg
e605ad93c7
Fix inefficient upload in Mobile Shadows
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Clustered performs the following shadow rendering steps
1. Process objects [0; 10) for cascade 0.
2. Process objects [10; 30) for cascade 1.
3. Process objects [30; 100) for cascade 2.
4. Upload objects [0; 100) to GPU.
5. Draw all cascades.
Mobile was supposed to be doing the same, but instead was doing:
1. Process objects [0; 10) for cascade 0.
2. Upload objects [0; 10) to GPU.
3. Process objects [10; 30) for cascade 1.
4. Upload objects [0; 30) to GPU.
5. Process objects [30; 100) for cascade 2.
6. Upload objects [0; 100) to GPU.
7. Draw all cascades.
That is, always reuploaded everything from scratch.
Therefore it pointlessly (and with geometric growth) wasted BW.
2025-03-05 15:21:25 -03:00
Thaddeus Crews
729c4e9e88
Merge pull request #102905 from kleonc/render_info_fix_primitive_count_per_triangle_strip
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Fix render info primitive count per `TRIANGLE_STRIP`
2025-03-05 12:07:47 -06:00
Thaddeus Crews
9911baec70
Merge pull request #103531 from darksylinc/matias-mobile-shadows-update
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Fix inefficient upload in Mobile Shadows
2025-03-05 12:07:42 -06:00
Thaddeus Crews
8777f088cc
Merge pull request #103348 from huwpascoe/render_params_fix
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Fix 2D instance params crashing using outside of `main()`
2025-03-05 12:07:39 -06:00
Thaddeus Crews
5c3e7280f4
Merge pull request #103506 from bruvzg/shader_pool
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Use separate WorkThreadPool for shader compiler.
2025-03-05 12:07:34 -06:00
Rémi Verschelde
6536f5f2df
Merge pull request #103480 from beicause/rd-validate-pre-raster-shader
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RenderingDevice: Validate pre-raster (vertex) shader in `render_pipeline_create`
2025-03-04 01:02:35 +01:00
Rémi Verschelde
d831381296
Merge pull request #103092 from darksylinc/matias-luminance-uninit
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Fix uninitialized value in Tonemap
2025-03-04 01:00:38 +01:00
Rémi Verschelde
daa28e8338
Merge pull request #95912 from etodd/particle-pause-jitter-fix
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Fix particle jitter when scene tree is paused
2025-03-04 01:00:10 +01:00
Matias N. Goldberg
62c1a4782d
Fix inefficient upload in Mobile Shadows
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Clustered performs the following shadow rendering steps
1. Process objects [0; 10) for cascade 0.
2. Process objects [10; 30) for cascade 1.
3. Process objects [30; 100) for cascade 2.
4. Upload objects [0; 100) to GPU.
5. Draw all cascades.
Mobile was supposed to be doing the same, but instead was doing:
1. Process objects [0; 10) for cascade 0.
2. Upload objects [0; 10) to GPU.
3. Process objects [10; 30) for cascade 1.
4. Upload objects [0; 30) to GPU.
5. Process objects [30; 100) for cascade 2.
6. Upload objects [0; 100) to GPU.
7. Draw all cascades.
That is, always reuploaded everything from scratch.
Therefore it pointlessly (and with geometric growth) wasted BW.
2025-03-03 19:57:27 -03:00
clayjohn
1bdb3bc88a
Validate triviality of the InstanceData and RenderElementInfo structs in Mobile and Forward+ renderers.
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This is needed to avoid overhead that results from calling the constructor during calls to LocalVector.resize()
2025-03-03 14:38:37 -08:00
Pāvels Nadtočajevs
53bb897458
Use separate WorkThreadPool for shader compiler.
2025-03-03 22:28:39 +02:00
LuoZhihao
808c9fbcc5
RenderingDevice: Validate pre-raster (vertex) shader in `render_pipeline_create`
2025-03-03 05:19:55 +08:00
Chaosus
2824978178
Fix "unused varying" incorrect warning in shaders
2025-03-01 18:21:10 +03:00
yesfish
93bc18f2b0
Fix 2D instance params crashing using outside of main()
2025-02-27 22:10:56 +00:00
Rémi Verschelde
a9c5c4db71
Merge pull request #103201 from beicause/shaders-only-convert-source-color-linear
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Shaders: Only convert default value to linear color if type hint is `source_color`
2025-02-27 19:34:12 +01:00
Evan Todd
87efa4d210
Fix particle jitter when scene tree is paused.
2025-02-27 08:40:40 -08:00
David Snopek
a285d1aa98
`texture_create_from_native_handle()` should return `RID` for texture from `RenderingServer`, not `RenderingDevice`
2025-02-25 14:20:33 -06:00
Michael Alexsander
aea559b39a
Allow to compile the engine without XR support
2025-02-25 17:07:21 -03:00