Thaddeus Crews
ef0dd99a37
CI: Bump `clang-format` and `clang-tidy` versions
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• clang-format: 20.1.0 → 21.1.7
• clang-tidy: 20.1.0 → 21.1.6
• `.clang-format`: 17.0.6 → 18.1.8 (keep 3 versions behind latest for compatibility)
2025-12-13 09:55:14 -06:00
Thaddeus Crews
c180b5e569
Merge pull request #113924 from mxtherfxcker/patch-2
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Fix MSDF batching flag for StyleBoxTexture
2025-12-12 14:15:04 -06:00
PrIzRaKDev
1f7ed74a32
Fix MSDF batching flag for StyleBoxTexture
2025-12-12 13:10:08 +03:00
BlueCube3310
ec705f6d47
Mobile: Fix clearcoat shader compilation error
2025-12-10 13:28:39 +01:00
Thaddeus Crews
2f752fdfd0
Merge pull request #113486 from ttencate/fix/102799_fade_aabb_center
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Use AABB center instead of origin for visibility fade
2025-12-08 11:54:00 -06:00
Kaleb Reid
05830dfbfb
Check if sun scatter is enabled when using SKY_MODE_AUTOMATIC
2025-12-04 22:58:05 -08:00
Thaddeus Crews
8105ff7ac7
Merge pull request #106940 from allenwp/agx-add-white-contrast
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Add `white`, `contrast`, and future HDR support to the AgX tonemapper.
2025-12-03 11:42:29 -06:00
Allen Pestaluky
628df323e2
Add `agx_white`, `agx_contrast` and HDR support to the AgX tonemapper.
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Also optimize all tonemappers to perform less calculations per-pixel.
Note: unlike `white`, `agx_white` is limited to a minimum of `2.0` and defaults to `16.29`. When using a RGB10A2 render buffer, `agx_white` will be ignored and a value of `2.0` will be used instead to ensure good behavior on the Mobile renderer.
2025-12-03 09:01:39 -05:00
Skyth
f6298405f3
Fix radiance/reflection fallback texture types.
2025-12-03 16:15:56 +03:00
Thomas ten Cate
c2bc0afa35
Use AABB center instead of origin for visibility fade
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Fixes #79471
Fixes #102799
2025-12-03 09:16:24 +01:00
Thaddeus Crews
62affe05b8
Merge pull request #107902 from DarioSamo/sky-octahedral
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Rewrite Radiance and Reflection probes to use Octahedral maps.
2025-12-02 20:43:05 -06:00
Dario
c78c3ba894
Rewrite Radiance and Reflection probes to use Octahedral maps.
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Co-authored-by: clayjohn <claynjohn@gmail.com>
2025-12-02 17:48:12 -08:00
clayjohn
4cd65e081d
Ensure that all spec constants are given a value in the mobile post process shader so that re-spirv can pick up on them and optimize them out of the final shader
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This is needed to workaround a bug on Adreno devices when using input attachments and spec constants in the same shader
2025-12-02 11:18:00 -08:00
Skyth
ba556ebe03
Implement point size emulation in the forward shader for D3D12.
2025-12-02 17:36:31 +03:00
Allen Pestaluky
f37edd524f
Fix clear color being incorrect in `Environment` background with HDR 2D.
2025-11-26 16:11:57 -05:00
Thaddeus Crews
9dd6c4dbac
Merge pull request #112927 from allenwp/fix_clamping_in_tonemap_mobile
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Fix inconsistent color clamping between Mobile and Forward+.
2025-11-25 12:55:13 -06:00
Thaddeus Crews
bea52f4e37
Merge pull request #113130 from BastiaanOlij/fix_113022
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Ensure usage of `DATA_FORMAT_R32_SFLOAT` for depth resolve on Forward+
2025-11-25 07:06:52 -06:00
Thaddeus Crews
b3b0feb229
Merge pull request #112916 from DarioSamo/reflection-probe-real-time-fix
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Allow reflection probes to only recreate the atlas when switching to real time.
2025-11-24 16:00:06 -06:00
Bastiaan Olij
e5100fd204
Ensure we use DATA_FORMAT_R32_SFLOAT for depth resolve buffer on Forward+
2025-11-25 08:30:23 +11:00
Thaddeus Crews
1d8e0138a9
Merge pull request #112196 from kubaofc123/feature/taa_improvement
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TAA adjustment to reduce ghosting
2025-11-20 16:46:58 -06:00
Thaddeus Crews
df7fd31d07
Merge pull request #112978 from stuartcarnie/fix_ninepatch
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2D: Fix nine-patch rendering
2025-11-20 11:10:54 -06:00
Thaddeus Crews
2edc43df8e
Merge pull request #78598 from BastiaanOlij/resolve_depth_buffer_mobile
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Resolve depth buffer in mobile renderer when required
2025-11-20 11:10:48 -06:00
Thaddeus Crews
7e7504c8b0
Merge pull request #112932 from skorpnok/missing_screen_texture_mipmaps
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Add missing mipmaps to RB_TEX_BACK_COLOR
2025-11-20 11:10:46 -06:00
Stuart Carnie
351e0dcfbf
2D: Fix nine-patch rendering
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Closes #112966
2025-11-20 16:47:50 +11:00
Skorpnok
94f433ccf6
Fix missing mipmaps for RB_TEX_BACK_COLOR
2025-11-19 13:38:07 +01:00
Stuart Carnie
bd2d596ca7
2D: Fix clip children
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We were not reusing the last index, same issue as #102161
2025-11-19 06:12:49 +11:00
Allen Pestaluky
2c6749ab9a
Fix inconsistent color clamping between Mobile and Forward+.
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Also remove inconsistencies with glow blending code and comments between the two shader files to allow for easier comparison of the two tonemap files.
2025-11-18 12:33:42 -05:00
Dario
f07923a527
Allow reflection probes to only recreate the atlas when switching to real time.
2025-11-18 09:50:16 -03:00
blaqjack
d650ac8a96
TAA adjustment to reduce ghosting
2025-11-18 12:24:09 +01:00
Thaddeus Crews
46adcc6268
Merge pull request #112801 from clayjohn/premul-alpha-sss
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Apply `PREMUL_ALPHA_FACTOR` only in non-split-specular shader variants.
2025-11-17 10:56:40 -06:00
Bastiaan Olij
21ffbecfa9
Resolve depth buffer in pass if supported by driver
2025-11-17 17:29:38 +11:00
clayjohn
a7e1a65ca8
Apply PREMUL_ALPHA_FACTOR only in non-split-specular shader variants.
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This avoids a shader compile error when using SSS and PREMUL_ALPHA_FACTOR in the same shader.
This doesn't change any functionaility, since in practive, the split-specular shader variant is only ever used for opaque objects while using premul alpha makes the object non-opaque
2025-11-14 23:17:17 -08:00
clayjohn
79ffbfdf73
Reorganize canvas shader varyings in RD renderer
2025-11-14 22:29:28 -08:00
Thaddeus Crews
c6fe923e33
Merge pull request #108516 from KoBeWi/file_graveyard
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Remove unnecessary cpp files after cleanup
2025-11-14 14:23:06 -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
1ab8e9847d
Merge pull request #112494 from clayjohn/rd-fog-blend
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Clean up Volumetric Fog blending behavior
2025-11-13 17:42:57 -06:00
Skyth
d27e4dab16
Sanitize INF/NaN when copying last frame texture for SSIL/SSR.
2025-11-13 16:38:54 +03:00
clayjohn
8ee3897048
Clean up Volumetric Fog blending behavior
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Use proper blending everywhere to be consistent and avoid multiplying by opacity twice.
2025-11-07 11:11:44 -08:00
clayjohn
986786dc8c
Use proper bitshift for tonemap srgb flag in Forward+ renderer
2025-10-31 18:35:39 -07:00
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
c3d319752d
Merge pull request #112212 from Rudolph-B/Issue-101312
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Fix Light2D none shadow filter to use nearest sampling
2025-10-31 09:23:29 -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
Rudolph Bester
ebd32c15ec
Fix Light2D none shadow filter to use nearest sampling
2025-10-30 19:12:17 +02:00
Thaddeus Crews
84e713c6c1
Merge pull request #112131 from stuartcarnie/fix_2d_ui
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2D: Fix incorrect 2D rendering
2025-10-29 13:13:49 -05:00
Stuart Carnie
7db9be5685
2D: Fix incorrect 2D rendering
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Regression from #111183
Closes #112121
2025-10-29 06:21:59 +11:00
Thaddeus Crews
94df7a1cd1
Merge pull request #111998 from shakesoda/fog-blend
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Revise fog blending to fix over-darkening/borders.
2025-10-28 12:19:15 -05:00
Thaddeus Crews
ea381ac992
Merge pull request #111198 from lawnjelly/fti_fix_2d_nonmoving_4
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FTI - Optimize non-interpolated 2D items
2025-10-28 10:15:38 -05:00