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Author SHA1 Message Date
Thaddeus Crews 59d75a704e
Merge pull request #103613 from stuartcarnie/fix_101696
Metal: Use uniform set index passed by `RenderingDevice`
2025-03-05 12:08:11 -06:00
Thaddeus Crews 7dc6b38699
Merge pull request #103622 from bruvzg/lock_file_time
[Windows] Fix `get_modified_time` on locked files.
2025-03-05 12:08:07 -06:00
Thaddeus Crews aef8ed2901
Merge pull request #87388 from clayjohn/Vulkan-limit-add
Implement `LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE` to `limit_get` in the Vulkan backend
2025-03-05 12:08:00 -06:00
Thaddeus Crews 729c4e9e88
Merge pull request #102905 from kleonc/render_info_fix_primitive_count_per_triangle_strip
Fix render info primitive count per `TRIANGLE_STRIP`
2025-03-05 12:07:47 -06:00
Pāvels Nadtočajevs 6597fa24a9 [Windows] Fix `get_modified_time` on locked files. 2025-03-05 11:40:37 +02:00
Pāvels Nadtočajevs 76e2e9f81f [Metal] Add missing stage info to shader description. 2025-03-05 09:06:06 +02:00
Stuart Carnie 2b8cb36434 Metal: Use uniform set index passed by `RenderingDevice`
This does not resolve the errors noted in #101696, as the project is
incorrectly binding incompatible uniform set descriptors, as set 0
and set 1 have a single `readonly` image and set 2 has a single
`writeonly` texture. The `RenderingDevice` is reporting the errors with
Metal, as it uses a different `_reflect_spirv`, which correctly
determines the read / write attribute. A separate PR will be required
to fix the shared `_reflect_spirv`

Helps #101696
2025-03-05 17:52:52 +11:00
clayjohn 338c12fc9a Implement LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE to limit_get in all Rendering backends.
Also add a more helpful warning that is only displayed in dev builds to
match the D3D12 backend
2025-03-03 21:43:12 -08:00
Rémi Verschelde 59beee5860
Merge pull request #102908 from kleonc/primitive_quad_second_triangle_lighting_fix
Fix 2D quad primitive missing lighting data in GLES3 renderer
2025-03-04 01:00:30 +01:00
devloglogan 99260f3a68 Suppress OpenGL debug marker print 2025-02-28 10:08:24 -06:00
Evan Todd 87efa4d210 Fix particle jitter when scene tree is paused. 2025-02-27 08:40:40 -08:00
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
kleonc b3769129cb Fix 2D quad primitive missing lighting data in GLES3 renderer 2025-02-16 01:51:24 +01:00
kleonc b691a997a3 Fix render info primitive count per TRIANGLE_STRIP 2025-02-15 23:50:07 +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
Matias N. Goldberg fcd785ace2 Add ASTC HDR format variants 2025-02-13 11:45:42 -03:00
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
Lukas Tenbrink e34f1f504c Use `std::size` instead of `sizeof(a) / sizeof(a[0])` pattern throughout the codebase. 2025-02-07 14:57:48 +01:00
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
clayjohn 74989c639e Pass angular diameter into light size constants for sky shaders.
This flew under the radar for so long since tan is nearly linear at small values
2025-01-23 17:32:44 -08:00
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
Yufeng Ying 1732888777 Don't open file in file_exists for Windows. 2025-01-11 21:23:24 +08:00
Allen Pestaluky 77ddaaaa91 Fix AgX sigmoid contrast curve approximation
This changes the polynomial function so that a lower input always results in a lower output and vice-versa. Additionally, the new function returns a value that is much closer to 1.0 when given an input of 1.0.
2025-01-10 18:17:38 -05:00
Rémi Verschelde e4a12a0299 Merge pull request #101365 from Calinou/agx-compatibility-use-rd-approach
Fix AgX tonemapping using old approach in Compatibility rendering method
2025-01-10 23:06:19 +01:00
Rémi Verschelde 139619ca0c Merge pull request #101355 from akien-mga/style-clang-format-InsertBraces
Style: Enable clang-format's `InsertBraces` config
2025-01-10 23:06:15 +01:00
Rémi Verschelde 3014eec40d Merge pull request #99407 from devloglogan/rec-resolution
Allow using custom `Rect2i` for rendering with OpenXR
2025-01-10 23:05:46 +01:00
Hugo Locurcio 5ebafc350f
Fix AgX tonemapping using old approach in Compatibility rendering method
Its implementation now matches the one used in RenderingDevice-based
rendering methods.
2025-01-09 20:58:23 +01:00
Rémi Verschelde 03c83cea1e Style: Enable clang-format's `InsertBraces` config
This was part of our style guide since we started using clang-format
but the feature was only added in clang-format 15, and we hadn't
noticed it yet.
2025-01-09 16:46:51 +01:00
devloglogan e7f6b7ea0b Allow using custom Rect2i for rendering with OpenXR 2025-01-09 09:46:15 -06:00
Rémi Verschelde f68d55bcda libpng: Update to 1.6.45 2025-01-09 15:00:02 +01:00
Rémi Verschelde 3ac4da1620 Merge pull request #101233 from Ivorforce/utf8-multicall
Optimize calls of `utf8` in a few spots to avoid calling it more than once.
2025-01-09 13:50:55 +01:00
Rémi Verschelde 21721ae344 Merge pull request #87260 from Calinou/tonemap-add-agx
Add AgX tonemapper option to Environment
2025-01-08 18:20:03 +01:00
Hugo Locurcio 084e84be78
Add AgX tonemapper option to Environment
Technical implementation notes:

- Moved linearization step to before the outset matrix is applied and
  changed polynomial contrast curve approximation.
  - This does *not* implement Blender's chroma rotation to address hue shift.
    This hue rotation was found to have a significant performance impact.
- Improved performance by combining the AgX outset matrix with the Rec 2020 matrix.

Co-authored-by: Allen Pestaluky <allenpestaluky@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2025-01-08 17:01:16 +01:00
Rémi Verschelde 76c8e76560 Merge pull request #101284 from akx/tyops
A handful of typo fixes
2025-01-08 15:53:33 +01:00
Stuart Carnie cd17cb0110 [macos, ios]: Refactor joypad support into shared code, numerous bugfixes 2025-01-08 07:00:23 -07:00
Aarni Koskela f134769506 Fix various typos
* Add TODO notes for typos that should be fixed for 5.0

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-01-08 14:47:42 +02:00
Lukas Tenbrink 0fddf6a824 Optimize calls of `utf8` in a few spots to avoid calling it more than once. 2025-01-07 17:24:21 +01:00
BlueCube3310 6a2cc39926 Compatibility: Improve gl texture format detection 2025-01-07 12:20:04 +01:00
Rémi Verschelde 399f585042
Merge pull request #99603 from stuartcarnie/metal_fx_upscaling
Metal: Add MetalFX upscaling support
2025-01-06 22:47:08 +01:00
Stuart Carnie 11dc4f2e5e Metal: Add MetalFX upscaling support
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-01-06 06:03:18 -07:00
Ricardo Subtil b77aa473a1 Implement a "Recovery Mode" for recovering crashing/hanging projects during initialization 2025-01-03 10:50:15 +00:00
Rémi Verschelde 89b18de032
Merge pull request #100221 from adamscott/fix-diraccess-sync
[Web] Fix `DirAccess::unlink()` not updating the IDBFS
2025-01-03 02:01:16 +01:00
Rémi Verschelde 21e6671740
Merge pull request #100937 from Repiteo/style/clang-format-sync
Style: Enforce `AllowShortFunctionsOnASingleLine`
2025-01-03 00:49:44 +01:00
Rémi Verschelde 3936d117e4
Merge pull request #100388 from Namey5/gles3-canvas-clear-fix
Fix canvas background mode not clearing correctly in Compatibility renderer
2025-01-03 00:48:38 +01:00
Rémi Verschelde 72839d0085
Merge pull request #99996 from akien-mga/libpng-1.6.44
libpng: Update to upstream 1.6.44
2025-01-03 00:48:13 +01:00
Thaddeus Crews e06d83860d
Style: Enforce `AllowShortFunctionsOnASingleLine` 2025-01-02 10:09:41 -06:00
Thaddeus Crews 13992bbf7b
Merge pull request #100766 from stuartcarnie/metal_crash
Metal: Fix crash when uniform set is empty for slot binding mode
2024-12-30 08:58:51 -06:00
Thaddeus Crews 0efced3ea5
Merge pull request #100822 from BlueCube3310/gles-hdr-astc
Compatibility: Fix ASTC HDR extension detection
2024-12-30 08:58:48 -06:00
Thaddeus Crews 58b48a934e
Merge pull request #100859 from StaydMcMuffin/scene-shaders-user-normal-fix
Fix User-supplied Normals Being Ignored
2024-12-30 08:58:47 -06:00
Stayd 40f17127ef Fix User-supplied Normals Being Ignored
Moves the initialization of the geo_normal value
to after the user shader code, so that the normal
supplied by the user is actually used instead of
the interpolated vertex normal.
2024-12-27 13:01:20 -07:00
BlueCube3310 88baa2f82d Compatibility: Fix ASTC HDR extension detection 2024-12-26 11:44:05 +01:00
Stuart Carnie b643599749 Metal: Fix crash when uniform set is empty for slot binding mode
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2024-12-24 07:53:21 -07:00
BlueCube3310 636a132e45 Compatibility: Avoid converting to compressed formats when retrieving image data 2024-12-23 23:16:46 +01:00
Thaddeus Crews 3c304ab7cc
Merge pull request #96076 from AThousandShips/improve_null_check_core_drivers
[Core,Drivers] Improve use of `Ref.is_null/valid`
2024-12-23 11:14:58 -06:00
Yufeng Ying 33817b186f Remove unused header in drivers and modules.
Co-authored-by: Thaddeus Crews <repiteo@outlook.com>
2024-12-24 00:40:47 +08:00
Rémi Verschelde f7d6924afb
Merge pull request #100677 from clayjohn/light2d-cull
Properly transform light rect and occluder rect to perform Light2D culling in canvas space
2024-12-22 00:10:12 +01:00
clayjohn 30801af298 Properly transform light rect and occluder rect to perform light2d culling in canvas space 2024-12-20 16:58:02 -07:00
Rémi Verschelde 87855e04ad
Merge pull request #100643 from ze2j/follow_up_of_array_mesh_surface_remove
Follow-up of `ArrayMesh::surface_remove` addition
2024-12-20 23:57:20 +01:00
Yufeng Ying e88e30c273 Remove unused headers in servers.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2024-12-20 18:51:01 +08:00
ze2j 97b093617d Follow-up of ArrayMesh::surface_remove addition 2024-12-20 10:53:43 +01:00
Thaddeus Crews effea567a5
Merge pull request #99820 from stuartcarnie/issue_99682
Metal: Add support for 2017 era iOS devices
2024-12-19 20:00:13 -06:00
Thaddeus Crews 1536e0e236
Merge pull request #100441 from StaydMcMuffin/scene-shaders-tbn-fixes
Scene Shaders - TBN Vector Fixes
2024-12-19 19:59:58 -06:00
Thaddeus Crews 416a86f47c
Merge pull request #100434 from Ivorforce/string-copy-from-rename
Rename `String::copy_from` functions to their respective encodings (`parse_latin1`, `parse_wstring`, `parse_utf32`).
2024-12-19 19:59:57 -06:00
Thaddeus Crews b715fabd70
Merge pull request #76371 from ze2j/array_mesh_surface_remove
Add `ArrayMesh::surface_remove`
2024-12-19 19:59:56 -06:00
Thaddeus Crews 2fcd8223e8
Merge pull request #99538 from Geometror/lightmap-gi-transparent-surface
Add transparency support for LightmapGI
2024-12-19 19:59:52 -06:00
Thaddeus Crews 9300c2bdc9
Merge pull request #100400 from CrabNickolson/windows-thread-names
Add support for thread naming on windows platform
2024-12-19 19:59:41 -06:00
Thaddeus Crews d3e5b62ea2
Merge pull request #99230 from paddy-exe/instance_uniforms_compatability_renderer
Implement 2D instance uniforms
2024-12-19 19:59:37 -06:00
Alex Threlfo 830f25010f fix: canvas background mode not clearing correctly when using gles3 glow effect 2024-12-20 12:41:08 +11:00
Hendrik Brucker a3525bc015 Add transparency support for LightmapGI
Co-authored-by: Guerro323 <kaltobattle@gmail.com>
2024-12-18 19:36:16 +01:00
Stuart Carnie 952cd796ff Metal: Support Apple4 GPUs (2017 era iOS devices)
Closes #99682
2024-12-18 09:14:38 -07:00
kobewi ceefc0d38a Implement 2D instance shader parameters
Co-authored-by: kobewi <kobewi4e@gmail.com>
Co-authored-by: yesfish <huwpascoe@users.noreply.github.com>
Co-authored-by: Álex Román Núñez <eirexe123@gmail.com>
2024-12-17 23:59:16 +01:00
Rémi Verschelde 190ae9f9dc
Merge pull request #100302 from clayjohn/light2d-optimize
Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes
2024-12-17 22:59:54 +01:00
Rémi Verschelde 7a70efc2a8
Merge pull request #100151 from alessand10/fix-dx12-command-buffer-leak
Fix a command buffer leak that occurs in D3D12
2024-12-17 22:59:50 +01:00
Rémi Verschelde f08fe52d9a
Merge pull request #99963 from Faless/web/no_ip
[Web] Implement dummy IP and NetSocket
2024-12-17 22:59:42 +01:00
alessand10 9ea97c017b Fix a command buffer leak that occurs in dx12 2024-12-17 14:55:39 -05:00
clayjohn 7c61252dd7 Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes.
This dramatically reduces the CPU time spent on rendering shadows for PointLight2Ds
2024-12-17 07:41:09 -08:00
Rémi Verschelde d60c0e21a6
Merge pull request #88313 from wagnerfs/run-time-anisotropic-filtering
Allow changing the anisotropic filter level at run-time per Viewport
2024-12-17 16:18:38 +01:00
Stayd ed0e3d7da8 Scene Shaders - TBN Fixes
Fixes two errors related to the normal, tangent,
and bitangent vectors, namely normals not always
being inverted on backfaces, and normalization
being reversed from what MikkTSpace expects.
2024-12-16 22:36:23 -07:00
Andrew_Shobbrook e42def12d0
Implement per-light Specular property in DirectionalLight3D 2024-12-16 19:18:18 +01:00
Lukas Tenbrink df3e9291c6 Rename `String::copy_from` functions to their respective encodings (`parse_latin1`, `parse_wstring`, `parse_utf32`). 2024-12-15 21:46:50 +01:00
Rémi Verschelde ffe53cba3c
Merge pull request #100374 from hpvb/fix-rendering-ubsan
Fix ubsan reported errors in rendering
2024-12-14 18:25:46 +01:00
Rémi Verschelde 736dcf72cc
Merge pull request #100125 from alessand10/uniform-variable-fix
Move uniform variables up in the `gles3/scene.glsl` template so that they are available within the `#GLOBALS` scope
2024-12-14 18:25:38 +01:00
Ramón Grill d848835f8c Add support for thread naming on windows platform 2024-12-14 14:42:39 +01:00
Thaddeus Crews 9ecdeb3723
Merge pull request #98747 from tetrapod00/standardize-renderer-strings
Standardize terms for renderers in error strings
2024-12-13 16:19:37 -06:00
Thaddeus Crews f2c8f17906
Merge pull request #100325 from hpvb/fix-rendering-alignment
Fix several ubsan reported misaligned accesses
2024-12-13 16:19:20 -06:00
HP van Braam 062d74bb9c Fix ubsan reported errors in rendering
This allows the TPS demo to run without an ubsan reports from any of the
rendering code.
2024-12-13 21:27:37 +01:00
HP van Braam e674379764 Fix several ubsan reported misaligned accesses
These misaligned accesses are shown in all of our CI hooks. It turned
out to not be difficult to fix.

It is likely that this will improve performance for aarch64.
2024-12-13 15:32:35 +01:00
clayjohn 356fa37f89 Small fixups for the new reflection probe blending 2024-12-12 17:29:21 -08:00
Thaddeus Crews bfc66f0608
Merge pull request #100282 from devloglogan/motion-vectors-openxr
Add renderer motion vectors API for use with OpenXR
2024-12-12 16:13:36 -06:00
Thaddeus Crews 7c015a768f
Merge pull request #99958 from lander-vr/reflection-probe-blend-property
Add Blend Distance property to ReflectionProbe
2024-12-12 16:13:32 -06:00
Thaddeus Crews b7501d219c
Merge pull request #100322 from darksylinc/matias-tf-comment-fix
Fix grammar / spelling in comments
2024-12-12 16:13:25 -06:00
Matias N. Goldberg a1b44ec7a7 Fix grammar / spelling in comments
Minor fixes for changes introduced in #99257 that could not be fixed in
time as the PR needed to be expedited.
2024-12-12 12:47:08 -03:00
Rémi Verschelde 562dd1ad85
Merge pull request #100305 from clayjohn/directional-light-2d-mask
Remove positional light mask from directional lights in Canvas Item shaders.
2024-12-12 14:10:24 +01:00
Rémi Verschelde 0e5c337453
Merge pull request #85653 from BlueCube3310/lightmap-gi-shadowmask
Implement LightmapGI shadowmasks
2024-12-12 14:09:30 +01:00
BlueCube3310 189c8eb671 Implement shadowmasks for LightmapGI
Co-authored-by: dearthdev <nathandearthdev@gmail.com>
2024-12-12 11:00:28 +01:00
clayjohn f8827271d7 Remove positional light mask from directional lights in Canvas Item shaders. 2024-12-12 00:20:07 -08:00
Thaddeus Crews ef3086bcdb
Merge pull request #94947 from ChrisBase/issue_94946
Change some image error messages to output the file path
2024-12-11 17:35:58 -06:00
devloglogan 3deb5884d7 Renderer agnostic motion vector rendering/OpenXR changes 2024-12-10 15:59:17 -06:00
Thaddeus Crews f962fdce0e
Merge pull request #100185 from Repiteo/scons/fix-thirdparty-warnings
SCons: Fix MSVC bypassing disabled warnings
2024-12-10 14:16:02 -06:00
Thaddeus Crews 66dea152b5
Merge pull request #99257 from darksylinc/matias-TheForge-pr04-excluded-ubo+render_opt
Improvements from TheForge
2024-12-10 14:15:55 -06:00
Thaddeus Crews a167afd70a
Merge pull request #96771 from clayjohn/RD-static-lighting
Avoid calculating dynamic lights when lights are already baked using the static bake mode in the Forward+ renderer
2024-12-10 14:15:41 -06:00
Allen Pestaluky db63d3e3a0 Prevent WASAPI error spam when device cannot be initialized.
Fixes #99968 and prevents the error spam referenced in comments of #18732.
Also fixes a number of memory leaks that occur when an audio device is reinitialized or fails to reinitialize and gates reinitialization attempts to around 1 per second instead of ~1000 attempts per second.

Co-authored-by: Kusok <118438257+kus04e4ek@users.noreply.github.com>
2024-12-10 13:32:33 -05:00
Adam Scott a6c5373a09
[Web] Fix `DirAccess::unlink()` not updating the IDBFS 2024-12-09 17:48:08 -05:00
Thaddeus Crews a3656083ca
Merge pull request #100065 from clayjohn/mesh-aabb-clear
Clear AABB when Mesh is cleared
2024-12-09 14:33:32 -06:00
Thaddeus Crews 070aeb5688
SCons: Fix MSVC bypassing disabled warnings 2024-12-09 11:49:42 -06:00
Matias N. Goldberg c77cbf096b Improvements from TheForge (see description)
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.

This is the most "risky" PR so far because the previous ones have been
miscellaneous stuff aimed at either [improve
debugging](https://github.com/godotengine/godot/pull/90993) (e.g. device
lost), [improve Android
experience](https://github.com/godotengine/godot/pull/96439) (add Swappy
for better Frame Pacing + Pre-Transformed Swapchains for slightly better
performance), or harmless [ASTC
improvements](https://github.com/godotengine/godot/pull/96045) (better
performance by simply toggling a feature when available).

However this PR contains larger modifications aimed at improving
performance or reducing memory fragmentation. With greater
modifications, come greater risks of bugs or breakage.

Changes introduced by this PR:

TBDR GPUs (e.g. most of Android + iOS + M1 Apple) support rendering to
Render Targets that are not backed by actual GPU memory (everything
stays in cache). This works as long as load action isn't `LOAD`, and
store action must be `DONT_CARE`. This saves VRAM (it also makes
painfully obvious when a mistake introduces a performance regression).
Of particular usefulness is when doing MSAA and keeping the raw MSAA
content is not necessary.

Some GPUs get faster when the sampler settings are hard-coded into the
GLSL shaders (instead of being dynamically bound at runtime). This
required changes to the GLSL shaders, PSO creation routines, Descriptor
creation routines, and Descriptor binding routines.

 - `bool immutable_samplers_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

Immutable samplers requires that the samplers stay... immutable, hence
this boolean is useful if the promise gets broken. We might want to turn
this into a `GLOBAL_DEF` setting.

Instead of creating dozen/hundreds/thousands of `VkDescriptorSet` every
frame that need to be freed individually when they are no longer needed,
they all get freed at once by resetting the whole pool. Once the whole
pool is no longer in use by the GPU, it gets reset and its memory
recycled. Descriptor sets that are created to be kept around for longer
or forever (i.e. not created and freed within the same frame) **must
not** use linear pools. There may be more than one pool per frame. How
many pools per frame Godot ends up with depends on its capacity, and
that is controlled by
`rendering/rendering_device/vulkan/max_descriptors_per_pool`.

- **Possible improvement for later:** It should be possible for Godot
to adapt to how many descriptors per pool are needed on a per-key basis
(i.e. grow their capacity like `std::vector` does) after rendering a few
frames; which would be better than the current solution of having a
single global value for all pools (`max_descriptors_per_pool`) that the
user needs to tweak.

 - `bool linear_descriptor_pools_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.
Setting it to false is required when workarounding driver bugs (e.g.
Adreno 730).

A ridiculous optimization. Ridiculous because the original code
should've done this in the first place. Previously Godot was doing the
following:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2. This
resets the cmd buffer because Godot requests the
`VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT` flag.
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, and repeat from step 3.

The problem here is that step 3 resets each command buffer individually.
Initially Godot used to have 1 cmd buffer per pool, thus the impact is
very low.

But not anymore (specially with Adreno workarounds to force splitting
compute dispatches into a new cmd buffer, more on this later). However
Godot keeps around a very low amount of command buffers per frame.

The recommended method is to reset the whole pool, to reset all cmd
buffers at once. Hence the new steps would be:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2, which is
already reset/empty (see step 6).
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, call `vkResetCommandPool` and repeat from step 3.

**Possible issues:** @dariosamo added `transfer_worker` which creates a
command buffer pool:

```cpp
transfer_worker->command_pool =
driver->command_pool_create(transfer_queue_family,
RDD::COMMAND_BUFFER_TYPE_PRIMARY);
```

As expected, validation was complaining that command buffers were being
reused without being reset (that's good, we now know Validation Layers
will warn us of wrong use).
I fixed it by adding:

```cpp
void RenderingDevice::_wait_for_transfer_worker(TransferWorker
*p_transfer_worker) {
	driver->fence_wait(p_transfer_worker->command_fence);
	driver->command_pool_reset(p_transfer_worker->command_pool); //
! New line !
```

**Secondary cmd buffers are subject to the same issue but I didn't alter
them. I talked this with Dario and he is aware of this.**
Secondary cmd buffers are currently disabled due to other issues (it's
disabled on master).

 - `bool RenderingDeviceCommons::command_pool_reset_enabled`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Adds `command_bind_render_uniform_sets` and
`add_draw_list_bind_uniform_sets` (+ compute variants).

It performs the same as `add_draw_list_bind_uniform_set` (notice
singular vs plural), but on multiple consecutive uniform sets, thus
reducing graph and draw call overhead.

 - `bool descriptor_set_batching = true;`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Godot currently does the following:

 1. Fill the entire cmd buffer with commands.
 2. `submit()`
    - Wait with a semaphore for the swapchain.
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 3. `present()`

The optimization opportunity here is that 95% of Godot's rendering is
done offscreen.
Then a fullscreen pass copies everything to the swapchain. Godot doesn't
practically render directly to the swapchain.

The problem with this is that the GPU has to wait for the swapchain to
be released **to start anything**, when we could start *much earlier*.
Only the final blit pass must wait for the swapchain.

TheForge changed it to the following (more complicated, I'm simplifying
the idea):

 1. Fill the entire cmd buffer with commands.
 2. In `screen_prepare_for_drawing` do `submit()`
    - There are no semaphore waits for the swapchain.
    - Trigger a semaphore to indicate when we're done.
3. Fill a new cmd buffer that only does the final blit to the
swapchain.
 4. `submit()`
    - Wait with a semaphore for the submit() from step 2.
- Wait with a semaphore for the swapchain (so the swapchain can
submit).
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 5. `present()`

Dario discovered this problem independently while working on a different
platform.

**However TheForge's solution had to be rewritten from scratch:** The
complexity to achieve the solution was high and quite difficult to
maintain with the way Godot works now (after Übershaders PR).
But on the other hand, re-implementing the solution became much simpler
because Dario already had to do something similar: To fix an Adreno 730
driver bug, he had to implement splitting command buffers. **This is
exactly what we need!**. Thus it was re-written using this existing
functionality for a new purpose.

To achieve this, I added a new argument, `bool p_split_cmd_buffer`, to
`RenderingDeviceGraph::add_draw_list_begin`, which is only set to true
by `RenderingDevice::draw_list_begin_for_screen`.

The graph will split the draw list into its own command buffer.

 - `bool split_swapchain_into_its_own_cmd_buffer = true;`

Setting it to false enforces the old behavior. This might be necessary
for consoles which follow an alternate solution to the same problem.
If not, then we should consider removing it.

PR #90993 added `shader_destroy_modules()` but it was not actually in
use.

This PR adds several places where `shader_destroy_modules()` is called
after initialization to free up memory of SPIR-V structures that are no
longer needed.
2024-12-09 11:49:28 -03:00
Alessandro c153c5b3cf Moved uniform variables up so that they are available within the #GLOBAL scope 2024-12-06 17:39:31 -05:00
Lukas Tenbrink b5c31ebb41 Add contains_char() for single-character 'contains' calls. 2024-12-06 20:23:35 +01:00
clayjohn 9320865796 Avoid calculating dynamic lights when lights are baked into LightmapGI using the static bake mode 2024-12-06 10:17:44 -08:00
landervr 05010180ce ReflectionProbe add Blend Distance 2024-12-05 23:29:47 +01:00
Thaddeus Crews 8e01601123
Merge pull request #100064 from clayjohn/atlas-realloc-time
Correctly check time since shadow was allocated in atlas to avoid unnecessary re-allocations
2024-12-05 14:12:19 -06:00
Thaddeus Crews 85862ea718
Merge pull request #100058 from DarioSamo/d3d12-texture-limits
Add texture limits for D3D12 Driver.
2024-12-05 14:12:16 -06:00
clayjohn deac37c464 Clear AABB when Mesh is cleared 2024-12-05 11:40:44 -08:00
clayjohn 1b5a15d5d1 Correctly check time since shadow was allocated in atlas to avoid unnecessary re-allocations
Co-authored-by: jitspoe <jitspoe@yahoo.com>
2024-12-05 11:13:37 -08:00
Dario d7d6251c30 Add texture limits for D3D12 Driver. 2024-12-05 13:55:57 -03:00
Rémi Verschelde d471210eba
libpng: Update to upstream 1.6.44 2024-12-04 00:47:54 +01:00
Thaddeus Crews 156bc92282
Merge pull request #98397 from adamscott/add-tmp-support
Add temp utilities (alias `OS::get_temp_dir()`, `FileAccess::create_temp()`, and `DirAccess::create_temp()`)
2024-12-03 14:40:59 -06:00
Thaddeus Crews 608cccc64e
Merge pull request #99919 from bruvzg/ferror
[FileAccess] Set `last_error` on file read/write errors.
2024-12-03 14:40:57 -06:00
Thaddeus Crews 70dae45dd0
Merge pull request #99905 from stuartcarnie/fix_external_texture
Metal: Ensure `texture_create_from_extension` returns correct pixel format
2024-12-03 14:40:55 -06:00
Thaddeus Crews 6478f296bc
Merge pull request #99720 from mrsaturnsan/mac_vsync_fix
Fix vsync on macOS getting disabled when using `afterMinimumDuration`
2024-12-03 14:40:44 -06:00
Stuart Carnie 7caa039183
Metal: Ensure `texture_create_from_extension` returns correct pixel format 2024-12-03 05:45:50 +11:00
Adam Scott 1b3e483899
Add file and dir temporary utilities
Co-authored by @Alex2782 for the Android bindings.
Many thanks to the reviewers also.

Co-authored-by: Alex <alex.hart.278@gmail.com>
2024-12-02 12:08:14 -05:00
Rémi Verschelde 101b7414d2
Merge pull request #99036 from bruvzg/propkey_rename
[Windows] Rename `PKEY_Device_FriendlyName` to avoid duplicate symbols with newer MinGW SDKs.
2024-12-02 15:51:02 +01:00
bruvzg d97313cd7d [FileAccess] Set `last_error` on file read/write errors. 2024-12-02 15:05:50 +02:00
Wagner 6995b6a03e Allow changing the anisotropic filter level at run-time per Viewport 2024-11-30 00:50:45 -03:00
Rémi Verschelde c2f19e98bc
Merge pull request #98921 from RandomShaper/win_many_files
Raise the number of file handles on Windows
2024-11-29 22:46:54 +01:00
bruvzg a4b17e7852 [FileAccess] Return error codes from `store_*` methods. 2024-11-29 23:22:31 +02:00
Fabio Alessandrelli c831f635fe [Web] Implement dummy IPWeb instead of IPUnix
Note: This commit ties the IPUnix to the UNIX_SOCKET_UNAVAILABLE define,
disabling it when set. It is maybe not semantically correct (getifaddrs)
is not part of the "socket" API, but it's reasonable to expect that a
platform not supporting Unix-style sockets, would also not support other
Unix network functions.
2024-11-28 20:47:18 +01:00
Thaddeus Crews 6e533b5ee4
Merge pull request #99606 from jamie-pate/fix_99592
Fix gl_compatibility lightmap uniforms not being set
2024-11-27 10:46:58 -06:00
ze2j 97e0b43faa Add ArrayMesh::surface_remove 2024-11-27 13:46:15 +01:00
mrsaturnsan 627d10e4c4 Fix vsync on macOS getting disabled when using afterMinimumDuration 2024-11-26 15:38:32 -06:00
Thaddeus Crews 127738c08b
Merge pull request #99387 from 0x0ACB/direct_composition
Use direct composition for d3d12 backend
2024-11-26 13:04:53 -06:00
0x0ACB a8cd0e9677
Use direct composition for d3d12 backend 2024-11-26 10:28:40 +01:00
Jamie Pate 45a7bcc477 Fix gl_compatibility lightmap uniforms not being set
Fixes #99592

The following variables were set too early, and later code never ran..
prev_shader, prev_variant, prev_spec_constants variables

These variables were shared in two different branch conditions but were
updated inside the first one, so the second could never be true..

The condition to update lighting also should check prev_spec_constants
since it updates that uniform.
2024-11-23 16:43:07 -08:00
Pāvels Nadtočajevs e9b57fce82 Convert line breaks to `\n` and strip line break from the end of string returned by `OS::read_string_from_stdin`/`OS::get_stdin_string`. 2024-11-23 15:11:50 +02:00
Thaddeus Crews dcb59f0e7e Merge pull request #99548 from Repiteo/style/clang-format-19-options
Style: Add 19.1.0 LLVM options to `.clang-format`
2024-11-22 14:54:29 -06:00
Thaddeus Crews e8a4b45ce4
Style: Add 19.1.0 LLVM options to `.clang-format` 2024-11-22 09:24:32 -06:00
clayjohn 2b68c63a88 Mask out shadows on CanvasItems that don't have a matching item_shadow_mask
This restores the behavior from 3.x
2024-11-21 22:15:54 -08:00
Thaddeus Crews 030cc69771
Merge pull request #96399 from andyprice/fileperms
Unix: Don't create world-writable files when safe save is enabled
2024-11-21 17:56:53 -06:00
Thaddeus Crews 8eee5066eb
Merge pull request #94981 from Chaosus/shader_fix_screen_uv_in_spatial_light
Allow `SCREEN_UV` to be used in light function of spatial shader
2024-11-21 17:56:45 -06:00
Chaosus a64b3fd3f8 Allow `SCREEN_UV` to be used in light function of spatial shader 2024-11-19 11:39:49 +03:00
Alexander Hartmann 8e170248b3 Fix: Error output is not require, `VK_QUEUE_TRANSFER_BIT` is optional. 2024-11-19 03:01:07 +01:00
Thaddeus Crews fd4c29a189
Merge pull request #98683 from clayjohn/wireframe
Ensure shadow material and mesh are not used with wireframe mode
2024-11-18 09:23:54 -06:00
Thaddeus Crews 0a50cef751
Merge pull request #98788 from Bonkahe/master
Add `multimesh_get_buffer_rd_rid` method to `RenderingServer`.
2024-11-18 09:23:46 -06:00
Thaddeus Crews 1dcb686325
Merge pull request #99026 from Faless/net/split_ip
[Net] Split Unix/Windows IP implementation
2024-11-18 09:23:43 -06:00
Thaddeus Crews 2dbf195af5
Merge pull request #98983 from nikitalita/patch-2
Prevent stack-use-after-scope in rendering_device_driver_metal.mm
2024-11-18 09:23:33 -06:00
Thaddeus Crews 6330db475f
Merge pull request #87558 from clayjohn/GLES3-canvas-spec
Reduce shader permutations in the compatibility backend
2024-11-18 09:23:29 -06:00
A Thousand Ships 68f638cf02
Use `(r)find_char` instead of `(r)find` for single characters 2024-11-17 10:02:18 +01:00
clayjohn 90b4b48b5a Ensure shadow material and mesh are not used with wireframe mode
And in the Compatibility renderer actually use the wireframe render mode
2024-11-16 22:25:00 -08:00
clayjohn c810ea4c1b Reduce shader permutations in the compatibility backend 2024-11-15 23:13:33 -08:00
Chris fb75078308 Changed some image error messages to print the file path 2024-11-15 20:42:03 +01:00
Stuart Carnie 9c2ca820f2
Metal: Ensure position invariance is captured from SPIRV-Cross
Closes #99029
2024-11-15 14:06:32 +11:00
David House 6e9d31f602 Implemented multimesh_get_buffer_rd_rid function into RenderingServer.
Fixed style error.

Updated dummy mesh_storage to move from cpp to h the return of a blank Rid on _multimesh_get_buffer_rd_rid.
2024-11-14 15:52:08 -06:00
Thaddeus Crews 48d13ca11b
Merge pull request #99041 from mrsaturnsan/metal_frame_pacing
Use afterMinimumDuration to correct frame pacing
2024-11-14 14:51:49 -06:00
Thaddeus Crews 15d09a5767
Merge pull request #99149 from mrsaturnsan/set_max_fps_fix
Fix max FPS initialization
2024-11-13 08:34:21 -06:00
Thaddeus Crews 150590a7e8
Merge pull request #98975 from clayjohn/D3D12-event-timing
Move D3D12 fence `SetEventOnCompletion` call to `fence_wait` to avoid stalling on some platforms
2024-11-13 08:33:55 -06:00
Fabio Alessandrelli fc52821cfb [Net] Properly rename NetSocketPosix to NetSocketUnix 2024-11-13 10:27:01 +01:00
mrsaturnsan 376c6c0c7d Use afterMinimumDuration to correct frame pacing 2024-11-12 21:19:38 -06:00
mrsaturnsan 4b94162320 Fix max FPS initialization
Remove unnecessary get_max_fps
2024-11-12 21:10:27 -06:00
Thaddeus Crews 179321a0a3
Merge pull request #91201 from bruvzg/con_type
[OS] Add functions to determine standard I/O device type.
2024-11-12 12:13:12 -06:00
Fabio Alessandrelli 168a2a1466 [Net] Split Unix/Windows IP implementation 2024-11-12 17:33:47 +01:00
Thaddeus Crews 1cbe9715ea
Merge pull request #98969 from Faless/net/split_sockets
[Net] Split Unix/Windows NetSocket implementation
2024-11-12 09:27:40 -06:00
tetrapod00 899f5151c3 Standardize terms for renderers in error strings
Use "Forward+", "Mobile", "Compatibility", and "renderer" or "rendering method".
2024-11-10 13:30:44 -08:00
Pāvels Nadtočajevs c363e13051 [Windows] Rename `PKEY_Device_FriendlyName` to avoid duplicate symbols with newer MinGW SDKs. 2024-11-10 21:46:10 +02:00
Thaddeus Crews 246e8e9ecc
Merge pull request #98803 from stuartcarnie/metal_multiview
Metal: Multiview support
2024-11-10 12:13:02 -06:00
Thaddeus Crews b80aa65467
Merge pull request #98927 from fire/warn-file-case-mismatch
Warn on filesystem case mismatch
2024-11-10 12:13:01 -06:00
Thaddeus Crews bbde4ed324
Merge pull request #98883 from ducklin5/fix/VkResultError
Add vulkan error checks in command_queue_execute_and_present
2024-11-10 12:12:41 -06:00
Thaddeus Crews 2b02143d35
Merge pull request #98307 from clayjohn/Light2D-shadow-projection
Precompute projection matrices when rendering 2D shadows
2024-11-10 12:12:14 -06:00
Fabio Alessandrelli 0c620b29cd [Net] Split Unix/Windows NetSocket implementation 2024-11-10 16:13:50 +01:00
nikitalita 78895c709c
Prevent stack-use-after-scope in rendering_device_driver_metal.mm 2024-11-09 00:07:33 -06:00
Valentin Cocaud c09731c413 Warn on filesystem case mismatch
When a file is opened with a wrong case, it can work on the developer system but break on a user system with a case-sensitive filesystem.

This will display a warning when it happens.

CAVEATS: It will also display the warning if a symlink is in the path.

Adapt warning if the file is a symlink. Avoid warning on symlinks.

Fix memory leak and avoid `lstat` usage.

Avoid exposing real_path when not in TOOLS_ENABLED mode.
2024-11-08 14:23:41 -08:00
clayjohn 05576a2324 Move D3D12 fence SetEventOnCompletion call to fence_wait to avoid stalling on some platforms 2024-11-08 13:20:05 -08:00
Pedro J. Estébanez a5f86ee07e Raise the amount of file handles on Windows 2024-11-07 12:13:08 +01:00
Azeez Abass ddf5c03f4b fix: add vulkan error checks in command_queue_execute_and_present
fix: add debug helper functoin and update messaging vulkan result
2024-11-06 22:13:20 +00:00
bruvzg 76164c2aa9
[OS] Add functions to determine standard I/O device type. 2024-11-06 13:33:38 +02:00
Stuart Carnie 3dac3887e9
Metal: Multiview support
* Adds support for multiview
* Returns native handles for more driver resources
2024-11-06 05:37:35 +11:00
Trevor Davenport a5070af460 Account for the case surface_capabilities.currentExtent is unset
Wayland in particular sets surface_capabilities.currentExtent.width to
the special value 0xFFFFFFFF, which is valid per spec.
Fixes #98779

It may also fix misc issues when resizing on all platforms.

Superseedes PR #98780 , thanks to user tdaven for the original patch.
PR #98780 would break Android support as it did not account that width
and height might need to be swapped.

Replaced manual swap by Godot's SWAP(), which indicates intention much
easier.
2024-11-05 11:52:26 -03:00
Thaddeus Crews 88d9903f6d
Merge pull request #86138 from EnlightenedOne/master
Fix Frustum Sky projection translation logic shearing
2024-11-04 21:52:07 -06:00
Thaddeus Crews 2450dee1bc
Merge pull request #93401 from Repiteo/style/clang-tidy-fixes
Style: Apply `clang-tidy` fixes
2024-11-04 21:52:05 -06:00
Thaddeus Crews 8536506bf2
Merge pull request #98774 from dustdfg/scons_use_glob_remove_stale_check
Delete stale check, make SCons support globbing with `#` inside path
2024-11-04 21:52:02 -06:00
Thaddeus Crews 2b49543478
Merge pull request #98709 from darksylinc/matias-upsidedown-splash
Fix splash screen upside down on Android
2024-11-04 21:52:01 -06:00
Thaddeus Crews edc60c63f1
Merge pull request #98701 from DarioSamo/rd-graph-improvements
Add dependency detection improvements to the render graph.
2024-11-04 21:51:58 -06:00
Thaddeus Crews 11b90086b7
Merge pull request #96705 from elmajime/camera_from_external_feed
Add support for external camera feed from external plugin on Android
2024-11-04 21:51:50 -06:00
Thaddeus Crews bb5f390fb9
Style: Apply `clang-tidy` fixes (superficial)
• `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
2024-11-04 12:11:14 -06:00
Thaddeus Crews 89a311205f
Style: Apply `clang-tidy` fixes
• `modernize-use-default-member-init` and `readability-redundant-member-init`
• Minor adjustments to `.clang-tidy` to improve syntax & remove redundancies
2024-11-04 12:11:06 -06:00
EnlightenedOne 1d141ab32a Fix Frustum Sky projection translation logic, all pipelines, fixes 63863 2024-11-02 21:34:55 +00:00
Yevhen Babiichuk (DustDFG) 81a032337c Deleted stale check. Now SCons supports globbing with `#` inside path
Some parts of the buildsystem already were using it with `#` in path

Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
2024-11-02 22:20:17 +02:00
A Thousand Ships ec650a2f09
[Core,Drivers] Improve use of `Ref.is_null/valid`
Use `is_null` over `!is_valid` and vice versa.
2024-11-01 16:50:11 +01:00
Dario 5216ef5f9c Add dependency detection improvements to the render graph.
- Buffers changing their usage are no longer treated as write usage unless the API requires it.
- Draw lists are not treated as being dependent on each other if their regions do not intersect despite both being write commands.
- Particles were tweaked to use different unused buffers to reduce dependencies.
2024-11-01 09:46:52 -03:00
Matias N. Goldberg b9a2f108fc Fix splash screen upside down on Android
Fixes an issue introduced in #96439 (see
https://github.com/godotengine/godot/pull/96439#issuecomment-2447288702)

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
#96439) and now saves the preTransform value in the swapchain.
2024-10-31 16:52:26 -03:00
maxime.chambefort 6f846eb5c5 Added external camera feed from external plugin on Android 2024-10-30 18:30:28 +01:00
clayjohn 940e9c2a43 Revert "Fix GPUParticles are not rendered for older AMD GPUs with OpenGL+Angle"
This reverts commit 9cc9df52eb.

This also adds a fallback to avoid using the Godot versions of the half 2 float functions when using ANGLE.
2024-10-29 22:17:16 -07:00
Thaddeus Crews 73830b3c12
Merge pull request #88628 from bruvzg/i_have_no_idea_what_im_doing
[macOS/iOS] Use hardware sampling rates for audio I/O.
2024-10-29 19:25:47 -05:00
Thaddeus Crews b7a0971ad2
Merge pull request #97934 from adamscott/give-AThousandShips-a-break
[Codestyle] Set clang-format `RemoveSemicolon` rule to `true`
2024-10-29 19:25:36 -05:00
Clay John 748f4079e3
Merge pull request #96439 from darksylinc/matias-TheForge-pr03-rebased
Add Swappy & Pre-Transformed Swapchain
2024-10-29 12:34:40 -07:00
Matias N. Goldberg aaa0e2fddf Add Swappy & Pre-Transformed Swapchain
- Adds Swappy for Android for stable frame pacing
- Implements pre-transformed Swapchain so that Godot's compositor is in
charge of rotating the screen instead of Android's compositor
(performance optimization for phones that don't have HW rotator)

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.

Changes from original PR:

- Removed "display/window/frame_pacing/android/target_frame_rate" option
to use Engine::get_max_fps instead.
- Target framerate can be changed at runtime using Engine::set_max_fps.
- Swappy is enabled by default.
- Added documentation.
- enable_auto_swap setting is replaced with swappy_mode.
2024-10-28 18:55:37 -03:00
Clay John 683d11a69f
Merge pull request #98279 from Calinou/vulkan-d3d12-silence-using-present-mode
Remove "Using present mode" verbose prints in Vulkan and Direct3D 12
2024-10-27 19:24:35 -07:00
Thaddeus Crews edad871a2d
Merge pull request #98425 from darksylinc/matias-breadcrumbs-race-fix
Fix race conditions in breadcrumbs
2024-10-25 13:04:12 -05:00
Thaddeus Crews 07e759b74a
Merge pull request #97771 from dsnopek/openxr-linux-egl
OpenXR: Add support for Wayland on Linux
2024-10-25 13:04:08 -05:00
Adam Scott 0d350e7108
Set clang-format `RemoveSemicolon` rule to `true`
- Set clang-format `Standard` rule to `c++20`
2024-10-25 13:49:43 -04:00
bruvzg c8609f4c0f
[macOS/iOS] Use hardware sampling rates for audio I/O. 2024-10-25 19:26:24 +03:00
Yuri Rubinsky 6732a0fd86
Merge pull request #98448 from Chaosus/shader_global_builtins
Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins global
2024-10-25 13:55:14 +03:00
Clay John a1c7998d5f
Merge pull request #98305 from cadence-s/fix-ios-audio-driver-error
Fix iOS audio driver attempting to start output too early
2024-10-24 19:40:34 -07:00
Thaddeus Crews cfc05c5e0f
Merge pull request #85338 from EMBYRDEV/shadow-caster-mask
Add `shadow_caster_mask` to Light3D.
2024-10-24 13:22:59 -05:00
Chaosus 463e81413e Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins global 2024-10-24 12:32:05 +03:00