Commit Graph

3304 Commits

Author SHA1 Message Date
b1de0364bf Merge pull request #111954 from blueskythlikesclouds/copy-api-refactor
Refactor rendering driver copy APIs to fix D3D12 issues.
2025-11-27 09:55:31 +01:00
e4d2f1d630 Merge pull request #108682 from allenwp/98708-fix-clear-color-hdr2d
Fix clear color being incorrect in `Environment` background with HDR 2D.
2025-11-27 09:55:16 +01:00
f37edd524f Fix clear color being incorrect in Environment background with HDR 2D. 2025-11-26 16:11:57 -05:00
d97496a99e Fix SHADER_UNIFORM_NAMES 2025-11-26 16:02:38 +01:00
56db3aed47 Refactor rendering driver copy APIs to fix D3D12 issues.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2025-11-26 12:00:02 +03:00
9dd6c4dbac Merge pull request #112927 from allenwp/fix_clamping_in_tonemap_mobile
Fix inconsistent color clamping between Mobile and Forward+.
2025-11-25 12:55:13 -06:00
bea52f4e37 Merge pull request #113130 from BastiaanOlij/fix_113022
Ensure usage of `DATA_FORMAT_R32_SFLOAT` for depth resolve on Forward+
2025-11-25 07:06:52 -06:00
d17ea061bc Move D3D12's automatic texture clears to RenderingDevice. 2025-11-25 09:34:38 -03:00
b3b0feb229 Merge pull request #112916 from DarioSamo/reflection-probe-real-time-fix
Allow reflection probes to only recreate the atlas when switching to real time.
2025-11-24 16:00:06 -06:00
9a8b9e5c24 Merge pull request #113010 from blueskythlikesclouds/persistent-map-staging-buffers
Persistently map staging buffers.
2025-11-24 16:00:04 -06:00
e5100fd204 Ensure we use DATA_FORMAT_R32_SFLOAT for depth resolve buffer on Forward+ 2025-11-25 08:30:23 +11:00
4ba4558cf6 CommandQueueMT: Reduce lock contention in cases of single flusher 2025-11-21 11:11:30 +01:00
1d8e0138a9 Merge pull request #112196 from kubaofc123/feature/taa_improvement
TAA adjustment to reduce ghosting
2025-11-20 16:46:58 -06:00
df7fd31d07 Merge pull request #112978 from stuartcarnie/fix_ninepatch
2D: Fix nine-patch rendering
2025-11-20 11:10:54 -06:00
2edc43df8e Merge pull request #78598 from BastiaanOlij/resolve_depth_buffer_mobile
Resolve depth buffer in mobile renderer when required
2025-11-20 11:10:48 -06:00
7e7504c8b0 Merge pull request #112932 from skorpnok/missing_screen_texture_mipmaps
Add missing mipmaps to RB_TEX_BACK_COLOR
2025-11-20 11:10:46 -06:00
f5bbd71dfc Persistently map staging buffers. 2025-11-20 14:32:55 +03:00
351e0dcfbf 2D: Fix nine-patch rendering
Closes #112966
2025-11-20 16:47:50 +11:00
94f433ccf6 Fix missing mipmaps for RB_TEX_BACK_COLOR 2025-11-19 13:38:07 +01:00
bd2d596ca7 2D: Fix clip children
We were not reusing the last index, same issue as #102161
2025-11-19 06:12:49 +11:00
2c6749ab9a Fix inconsistent color clamping between Mobile and Forward+.
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
b59cded5d7 Merge pull request #112911 from bruvzg/d3dwine
Fix D3D12 renderer crash on Wine.
2025-11-18 08:25:43 -06:00
f07923a527 Allow reflection probes to only recreate the atlas when switching to real time. 2025-11-18 09:50:16 -03:00
d650ac8a96 TAA adjustment to reduce ghosting 2025-11-18 12:24:09 +01:00
90f2026c0f Fix D3D12 renderer crash on Wine. 2025-11-18 12:38:22 +02:00
46adcc6268 Merge pull request #112801 from clayjohn/premul-alpha-sss
Apply `PREMUL_ALPHA_FACTOR` only in non-split-specular shader variants.
2025-11-17 10:56:40 -06:00
21ffbecfa9 Resolve depth buffer in pass if supported by driver 2025-11-17 17:29:38 +11:00
a7e1a65ca8 Apply PREMUL_ALPHA_FACTOR only in non-split-specular shader variants.
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
79ffbfdf73 Reorganize canvas shader varyings in RD renderer 2025-11-14 22:29:28 -08:00
c6fe923e33 Merge pull request #108516 from KoBeWi/file_graveyard
Remove unnecessary cpp files after cleanup
2025-11-14 14:23:06 -06:00
235d11245c Merge pull request #112481 from stuartcarnie/2d_canvas_vbos
Massively optimize canvas 2D rendering by using vertex buffers
2025-11-14 14:23:02 -06:00
90c0e6acca 2D: Switch to VBOs for instance data
- 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
1ab8e9847d Merge pull request #112494 from clayjohn/rd-fog-blend
Clean up Volumetric Fog blending behavior
2025-11-13 17:42:57 -06:00
d27e4dab16 Sanitize INF/NaN when copying last frame texture for SSIL/SSR. 2025-11-13 16:38:54 +03:00
04bc282ae7 Merge pull request #104851 from Ivorforce/tracy
Add `profiler` option to `SCons` builds, with support for `tracy` and `perfetto`.
2025-11-12 11:24:15 -06:00
a627ee6c10 Merge pull request #112471 from Rudra-ravi/claude/fix-godot-official-issues-011CUrnHud9iQ4LV6FDv2hG7
Fix glow visual compatibility regression
2025-11-10 17:47:07 -06:00
b2e87ed27f disable discard and frag errors in gdshaderinc 2025-11-08 17:26:59 +01:00
c3747884da Add some important profiling hooks. 2025-11-08 00:08:48 +01:00
8ee3897048 Clean up Volumetric Fog blending behavior
Use proper blending everywhere to be consistent and avoid multiplying by opacity twice.
2025-11-07 11:11:44 -08:00
802eb0b1a0 Fix glow visual compatibility regression (issue #112469)
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
e1e3f742b7 Merge pull request #111277 from Chaosus/shader_fix_ternary_structs
Fix ternary expression for structs in shaders
2025-11-04 16:32:40 -06:00
60043b51ff Merge pull request #112272 from clayjohn/rd-tonemap-flag
Use proper bitshift for tonemap srgb flag in Forward+ renderer
2025-11-01 19:06:57 +01:00
85e47d6fac Merge pull request #109447 from jon1solution/ssao-in-gles3
Implement a very simple SSAO in GLES3.
2025-11-01 19:04:57 +01:00
986786dc8c Use proper bitshift for tonemap srgb flag in Forward+ renderer 2025-10-31 18:35:39 -07:00
3c1e479290 Merge pull request #110077 from clayjohn/mobile-glow
Overhaul and optimize Glow in the mobile renderer
2025-10-31 09:23:32 -05:00
c3d319752d Merge pull request #112212 from Rudolph-B/Issue-101312
Fix Light2D none shadow filter to use nearest sampling
2025-10-31 09:23:29 -05:00
fd672dbcfc Merge pull request #112227 from dsnopek/openxr-composition-layers-viewport-size-changed
OpenXR: Fix resizing viewports used by `OpenXRCompositionLayer`
2025-10-31 09:23:24 -05:00
2e59cb41f4 Optimize glow and tonemap gather step in the mobile renderer
Mobile devices are typically bandwidth bound which means we need to do as few texture samples as possible.

They typically use TBDR GPUs which means that all rendering takes place on special optimized tiles. As a side effect, reading back memory from tile to VRAM is really slow, especially on Mali devices.

This commit uses a technique where you do a small blur while downsampling, and then another small blur while upsampling to get really high quality glow. While this doesn't reduce the renderpass count very much, it does reduce the texture read bandwidth by almost 10 times. Overall glow was more texture-read bound than memory write, bound, so this was a huge win.

A side effect of this new technique is that we can gather the glow as we upsample instead of gathering the glow in the final tonemap pass. Doing so allows us to significantly reduce the cost of the tonemap pass as well.
2025-10-30 21:56:26 -07:00
ca0eb5da24 OpenXR: Fix resizing viewports used by OpenXRCompositionLayer 2025-10-30 17:40:52 -05:00
ebd32c15ec Fix Light2D none shadow filter to use nearest sampling 2025-10-30 19:12:17 +02:00