Thaddeus Crews
8cb0cc8a1f
Merge pull request #110943 from GlitchedCode922/fix_backup_permissions
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Fix permission handling for write backup files (`FileAccessUnix`)
2025-11-18 14:00:41 -06:00
dhoverb
53e1ea184a
Implement XR_META_foveation_eye_tracked
2025-11-18 14:58:11 +00:00
Thaddeus Crews
eafc21fb05
Merge pull request #112784 from migueldeicaza/fix_dynamic_xcframework_loading
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iOS: Fix loading of xcframework dynamic libraries.
2025-11-18 08:25:45 -06:00
Skyth
92d3fc302a
Fix buffer creation on old D3D12 runtimes.
2025-11-18 15:33:30 +03:00
Bastiaan Olij
21ffbecfa9
Resolve depth buffer in pass if supported by driver
2025-11-17 17:29:38 +11:00
Miguel de Icaza
b1465d6af0
iOS: Fix loading of xcframework dynamic libraries.
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The logic used to determine whether to invoke the in-memory registration or to
delegate the loading of a library is incorrect for xcframework packages - as
these can contain either static or dynamic libraries.
This change instead lets the operating system handle the library request, and if
it fails, it attempts to load from the internal registry.
With this change, xcframeworks containing dynamic libraries work without
workarounds on iOS.
With an additional fallback case courtesy of @bruvzg
This fixes https://github.com/godotengine/godot/issues/112783
2025-11-14 16:31:09 -05:00
Thaddeus Crews
e46c2ea3fa
Merge pull request #112379 from bruvzg/tts64id
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Make `utterance_id` 64-bit.
2025-11-14 14:23:17 -06:00
Thaddeus Crews
235d11245c
Merge pull request #112481 from stuartcarnie/2d_canvas_vbos
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Massively optimize canvas 2D rendering by using vertex buffers
2025-11-14 14:23:02 -06:00
Stuart Carnie
90c0e6acca
2D: Switch to VBOs for instance data
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- Add support for vertex bindings and UMA vertex buffers in D3D12.
- Simplify 2D instance params and move more into per-batch data to save
bandwidth
Co-authored-by: Skyth <19259897+blueskythlikesclouds@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
Co-authored-by: A Thousand Ships <96648715+athousandships@users.noreply.github.com>
2025-11-15 06:25:49 +11:00
Thaddeus Crews
52e7b970af
Merge pull request #111681 from Nintorch/joypad-led
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Add support for setting a joypad's LED light color
2025-11-13 20:52:07 -06:00
Thaddeus Crews
08fb2e61e7
Merge pull request #111503 from JestemStefan/fix_111176
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Fix `Input.is_joy_known` response for SDL joypads
2025-11-12 17:26:22 -06:00
Thaddeus Crews
04bc282ae7
Merge pull request #104851 from Ivorforce/tracy
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Add `profiler` option to `SCons` builds, with support for `tracy` and `perfetto`.
2025-11-12 11:24:15 -06:00
kobewi
a1340f05a9
Allow editing editor settings from project manager
2025-11-12 16:34:43 +01:00
Nintorch
a55242747a
Add support for joypad LED lights
2025-11-12 06:01:03 +05:00
JestemStefan
3f98a5472d
Fix Input.is_joy_known response for SDL joypads
2025-11-11 23:23:46 +01:00
Thaddeus Crews
180ccae934
Merge pull request #111707 from Nintorch/joypad-features
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Support adding advanced joypad features
2025-11-11 16:07:56 -06:00
Thaddeus Crews
a627ee6c10
Merge pull request #112471 from Rudra-ravi/claude/fix-godot-official-issues-011CUrnHud9iQ4LV6FDv2hG7
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Fix glow visual compatibility regression
2025-11-10 17:47:07 -06:00
Lukas Tenbrink
c3747884da
Add some important profiling hooks.
2025-11-08 00:08:48 +01:00
Pāvels Nadtočajevs
281c74550a
Make `utterance_id` 64-bit.
2025-11-07 10:21:20 +02:00
Pāvels Nadtočajevs
4dfd4ed6e7
[D3D12] Fallback to HWND if DComp init failed.
2025-11-07 08:46:26 +02:00
Claude
802eb0b1a0
Fix glow visual compatibility regression (issue #112469 )
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Reverts the default value of Environment.glow_hdr_threshold from 0.0
back to 1.0 to restore the expected glow appearance in existing projects.
The default was inadvertently changed from 1.0 to 0.0 in PR #110077 ,
which caused glow effects to render dramatically different across all
rendering methods (Forward+, Mobile, and GL Compatibility). This broke
backward compatibility with existing projects like the Kenney 3D
Platformer starter kit.
Changed files:
- scene/resources/environment.h
- servers/rendering/storage/environment_storage.h
- drivers/gles3/effects/glow.h
- drivers/gles3/rasterizer_scene_gles3.cpp
- doc/classes/Environment.xml
Setting the value back to 1.0 aligns with documented recommendations
and restores visual consistency.
Fixes #112469
2025-11-07 04:07:41 +00:00
Thaddeus Crews
2e2059a7f8
Merge pull request #112404 from AllenDang/master
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Fix CoreAudio driver crash when starting input with uninitialized device
2025-11-05 11:48:04 -06:00
Skyth
613c9fb86f
Improve rendering driver fallback on Windows.
2025-11-05 17:49:43 +03:00
AllenDang
80c2d6c439
Fix CoreAudio driver crash when starting input with uninitialized device
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Initialize input device if null before starting audio input to prevent
crashes when input_unit is not yet initialized.
2025-11-05 16:46:40 +08:00
Thaddeus Crews
f3c30408d4
Merge pull request #112344 from blueskythlikesclouds/d3d12-transparent-background-fix
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Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-04 16:32:48 -06:00
Skyth
4cc5177f6b
Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-03 17:36:55 +03:00
Skyth
8895dfa56c
Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12.
2025-11-03 12:14:57 +03:00
Rémi Verschelde
85e47d6fac
Merge pull request #109447 from jon1solution/ssao-in-gles3
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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
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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
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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
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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
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[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
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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
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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
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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
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Add Persistent Buffers utilizing UMA
2025-10-24 11:23:11 -05:00
Thaddeus Crews
9d2b619f51
Merge pull request #108737 from bruvzg/adb_scrcpy
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[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
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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
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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.
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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
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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
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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
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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
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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
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[macOS] Fix microphone issue
2025-10-21 10:27:05 -05:00
Nintorch
7ae67813a1
Support adding advanced joypad features
2025-10-20 19:28:06 +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
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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
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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
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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
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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.
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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.
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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
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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
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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`.
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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
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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
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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
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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
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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
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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
Thaddeus Crews
5935a32e32
Core: Cleanup headers in `core/config`
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- `MainLoop` now forward-declared in `OS`
2025-10-06 09:20:56 -05:00
Thaddeus Crews
d1d28c0bcf
Merge pull request #111223 from Ivorforce/remove-iterator-include
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Replace `std::size` usage with `std_size` to avoid `<iterator>` include.
2025-10-06 09:06:49 -05:00
Thaddeus Crews
12aa435bbb
Merge pull request #107740 from Kaleb-Reid/compat-directional-shadow-scatter
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Apply sun scatter from lights with shadows in compatibility
2025-10-06 09:06:44 -05:00
Thaddeus Crews
686b56fae9
Merge pull request #106434 from Ivorforce/invert-hashfuncs
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Reduce cross project includes by rewriting `HashMapHasherDefault`.
2025-10-06 09:06:37 -05:00
Thaddeus Crews
d364dacac1
Merge pull request #110004 from Kaleb-Reid/divide-luminance
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Divide screen texture by luminance multiplier in compatibility
2025-10-06 09:06:33 -05:00
Thaddeus Crews
30a0a41982
Merge pull request #111274 from chocola-mint/include-optimization-logger
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Remove `file_access.h` and `script_backtrace.h` includes from `logger.h`.
2025-10-06 09:06:32 -05:00
Thaddeus Crews
43a9999852
Merge pull request #111260 from devloglogan/compat-motion-vec-fix
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Add null check when getting motion vector fbo
2025-10-06 09:06:30 -05:00
Thaddeus Crews
660bf91360
Merge pull request #111240 from Kaleb-Reid/compat-fix-backbuffer
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Always use RenderSceneBuffers to manage backbuffer in Compatibility 3D
2025-10-06 09:06:23 -05:00
Skyth
b568b06970
Fix D3D12 not checking for fullscreen clear region correctly.
2025-10-06 16:56:05 +03:00
Rémi Verschelde
1043c3fd64
Merge pull request #111300 from stuartcarnie/net_unix_error_spam
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Unix: Don't print an error if `bind` fails
2025-10-06 14:08:16 +02:00
Rémi Verschelde
6f0f5a9bd0
Merge pull request #111058 from timothyqiu/wnohang
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Unix: Fix retrieval of PID exit code
2025-10-06 14:08:03 +02:00
Stuart Carnie
47d757d3dc
Unix: Don't print an error if `bind` fails
2025-10-06 06:12:13 +11:00
chocola-mint
ead282ff13
Remove `file_access.h` and `script_backtrace.h` includes from `logger.h`.
2025-10-05 17:49:23 +09:00
Lukas Tenbrink
ad600125df
Rewrite `HashMapHasherDefault` based on type traits - it is now possible to declare a default hashing function for any type.
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Remove cross-project includes from `hashfuncs.h`.
Improve hashing function for `Color` (based on values instead of `String`).
Move `Variant` comparison from `hash_map.h` to `dictionary.cpp` (`VariantComparatorDictionary`), where it's used.
Remove now unnecessary `HashableHasher`.
2025-10-05 01:49:11 +02:00
Kaleb Reid
79b1a6defc
Implement DirectionalLight3D cull masks in Compatibility
2025-10-04 16:08:27 -07:00
Lukas Tenbrink
1db0a60dc0
Replace `std::size` usage with `std_size` to avoid `<iterator>` include.
2025-10-05 00:26:11 +02:00
Kaleb Reid
a88c54a5c7
Clear intermediate buffers when not in use in Compatibility
2025-10-04 13:51:23 -07:00
devloglogan
39c449fc60
Add null check when getting motion vector fbo
2025-10-04 13:18:59 -05:00
Kaleb Reid
91167c3c23
Use correct AABB for SpotLight3Ds when spot_angle > 90
2025-10-04 02:12:51 -07:00
Kaleb Reid
e1f19d14dd
Always use RenderSceneBuffers to manage backbuffer in Compatibility 3D
2025-10-04 01:06:09 -07:00
Kaleb Reid
c20ab940aa
Apply sun scatter from lights with shadows in compatibility
2025-10-04 00:35:31 -07:00
Kaleb Reid
8ad335eae0
Divide screen texture by luminance multiplier in compatibility
2025-10-04 00:19:42 -07:00