Commit Graph

5798 Commits

Author SHA1 Message Date
6e298f2b95 Renderer: Fix Metal handling of cube textures; assert equal dimensions
(cherry picked from commit e2066298d9)
2025-03-19 12:58:21 +01:00
44b2b62b22 Copy audio data to dest when bypassing pitch effect
(cherry picked from commit f7bb2c8b11)
2025-03-14 00:19:25 +01:00
1a379d1805 BasisUniversal: Ensure ASTC's HDR variant is supported when transcoding
(cherry picked from commit 4d46ef8e8e)
2025-03-14 00:18:49 +01:00
1743124319 MetalFX: change fallback behaviour
Closes #103782

(cherry picked from commit f31ddce6d1)
2025-03-12 23:06:29 +01:00
4248781085 2D: Fix light shader accessing TEXTURE_PIXEL_SIZE
(cherry picked from commit b3694662a2)
2025-03-12 23:06:10 +01:00
1806a1c03c Fix "unused varying" incorrect warning in shaders
(cherry picked from commit 2824978178)
2025-03-12 23:03:16 +01:00
a241eb32d4 Fix particle jitter when scene tree is paused.
(cherry picked from commit 87efa4d210)
2025-03-12 14:59:03 +01:00
89b1f3bc52 Fix uninitialized value in Tonemap
And anything that uses luminance.

The class Luminance in luminance.cpp is in charge of averaging the
luminance of all pixels.
It performs multiple passes until it reaches a 1x1 texture containing
the total average. This is standard luminance averaging on GPU.

Then the "result" of this frame and the "prev_frame_result" are averaged
together at a certain speed to mimic eye adaptation.

Then this avarege becomes the "source" for the next frame. This is done
here:

```cpp
SWAP(p_luminance_buffers->current,
p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() -
1]);
```

So far pretty normal stuff.

**The problem is: prev_frame_result IS UNINITIALIZED**. Therefore it's
possible for prev_frame_result to contain garbage values like -5+e15
which causes the screen to stay black for a minute until eye adaptation
catches up.

Windows will always force allocations to be reset to 0, but Linux does
not do that.
However Windows just delays the bug; because it's possible for VMA to
reuse a block.

You can repro this bug by downloading Bistro, creating a camera,
selecting a default scene; and then launching Bistro.

Everything will work fine.
Until you decide to resize the window. It takes a few tries on Godot,
but eventually the screen becomes black.

If you wait around a minute, the screen will "unblack" itself back to
normal.

Even if it's not stuck in black after resize, you may notice that every
resize is inconsistent in how the eye adaptation catches up (i.e.
sometimes it flashes to white, sometimes it does not).

If you can't repro the bug, you need to try harder by doing arbitrary
resizes until it triggers.
Also, I advise to try this on Linux; since Windows' sanitization of
memory gets in the way.

There's probably multiple tickets already filled around issues that were
rooted in luminance calculations starting from uninitialized memory.

This PR sets a default value of 0, which causes the screen to always
flash white after resize. Setting a different value like 0.1 makes the
flash effect weaker. Setting it to a high value like 5.0 makes the
screen flash from dark instead.

This bug can be backported to 4.3. I don't know if it can be backported
to earlier; as the render graph makes sure the texture_clear() calls
gets issued in the right place; whereas in <= 4.2 it might be
problematic depending on when Luminance::LuminanceBuffers::configure is
being called.

(cherry picked from commit 8888f9e649)
2025-03-12 14:59:03 +01:00
34ed66ec1a Add ASTC HDR format variants
(cherry picked from commit fcd785ace2)
2025-03-12 14:59:03 +01:00
14d7775217 [Linux/BSD] Offload RenderingDevice creation test to subprocess.
(cherry picked from commit 6ed12bfc5d)
2025-03-12 14:59:03 +01:00
33e0265985 Fix 2D instance params crashing using outside of main()
(cherry picked from commit 93bc18f2b0)
2025-03-12 14:59:02 +01:00
9e5292c6cf Use separate WorkThreadPool for shader compiler.
(cherry picked from commit 53bb897458)
2025-03-12 12:22:46 +01:00
a9c5c4db71 Merge pull request #103201 from beicause/shaders-only-convert-source-color-linear
Shaders: Only convert default value to linear color if type hint is `source_color`
2025-02-27 19:34:12 +01:00
a285d1aa98 texture_create_from_native_handle() should return RID for texture from RenderingServer, not RenderingDevice 2025-02-25 14:20:33 -06:00
8ea725a181 [Windows] Fix unreachable code in DisplayServer 2025-02-25 17:37:02 +01:00
ab717497ef [Windows] Offload RenderingDevice creation test to subprocess. 2025-02-24 19:40:10 +02:00
5ca3862636 Shaders: Only convert default value to linear color if type is source_color 2025-02-23 12:35:53 +08:00
2bb6ad5cdf Fix debug CanvasItem redraw rects in RD renderer 2025-02-18 23:49:43 +01:00
032cec51a7 Merge pull request #101958 from berarma/theora_fixes
Fix Theora video issues
2025-02-17 09:47:36 +01:00
946c254cec Fix crash at using increment op for varying in light shader function 2025-02-15 17:37:18 +03:00
b607110ad2 Merge pull request #102792 from clayjohn/varying-crash
Validate varying count when compiling shaders
2025-02-14 08:25:39 -06:00
c03aa4b563 [TextServer] Fix space trimming on line break. 2025-02-14 14:40:37 +02:00
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
54006f6ebf Merge pull request #102217 from clayjohn/mobile-pipelines
Reduce mobile pipeline compilations
2025-02-13 23:34:54 +01:00
1a0bf54677 Merge pull request #102805 from BlueCube3310/rd-tex-fetch-fix
RenderingDevice: Fix certain RD to Image format conversions
2025-02-13 10:15:47 -06:00
5b67dda1ad Update servers/audio/audio_rb_resampler.h
Co-authored-by: K. S. Ernest (iFire) Lee <fire@users.noreply.github.com>
2025-02-13 15:22:28 +01:00
27c4e70ee8 RenderingDevice: Fix certain RD to Image format conversions 2025-02-13 10:44:10 +01:00
4712d426ef Fix broken skeletal animated meshes
Fixes #102791
2025-02-12 22:25:22 -03:00
78f1918bd4 Merge pull request #102668 from jkirsteins/janiskirsteins/ios-aspect-fill-splash
[iOS] Sync the boot splash and the launch screen image scale modes
2025-02-12 12:56:26 -06:00
1939e87db1 Merge pull request #101561 from darksylinc/matias-device-address-api
Change how device address is requested to avoid future API breakage
2025-02-12 12:56:25 -06:00
0e266b0099 [iOS] Sync the boot splash and the launch screen image scale modes 2025-02-12 17:41:18 +01:00
af900a5825 Change how device address is requested to avoid future API breakage
PR #100062 introduced BUFFER_USAGE_DEVICE_ADDRESS_BIT.

However it did so by adding a boolean to uniform_buffer_create(), called
"bool p_enable_device_address".

This makes maintaining backwards compatibility harder because I am
working on another feature that would require introducing yet another
bit flag.

This would save us the need to add fallback routines when the feature I
am working on makes it to Godot 4.5.

Even if my feature doesn't make it to 4.5 either, this PR makes the
routine more future-proof.

This PR also moves STORAGE_BUFFER_USAGE_DEVICE_ADDRESS into
BUFFER_CREATION_DEVICE_ADDRESS_BIT, since it's an option available to
both storage and uniforms.

This PR also moves the boolean use_as_storage into
BUFFER_CREATION_AS_STORAGE.
2025-02-11 20:00:18 -03:00
cfe0fd62d0 Merge pull request #102677 from stuartcarnie/free_invalid_id
2D: Fix free of invalid ID
2025-02-11 23:59:19 +01:00
d967d8d9bd Merge pull request #102280 from Chaosus/fix_particles_process_shader_crash
Fix crash when assigning wrong shader to particle process material
2025-02-11 23:58:56 +01:00
5da6deaaca Merge pull request #102210 from Geometror/audioeffect-fix-cutout
[AudioFilterSW] Fix audio cutting out due to numerical errors
2025-02-11 09:13:24 -06:00
3965bdfd62 [AudioStreamGenerator] Add mixing rate presets, update docs. 2025-02-11 11:22:34 +02:00
90b2d4b844 2D: Fix free of invalid ID 2025-02-11 08:17:29 +11:00
d497631de0 Merge pull request #102503 from clayjohn/instance-uniform-free
Ensure instance uniforms are freed by updating dirty items before freeing
2025-02-07 01:40:05 +01:00
0bccb0abd1 Merge pull request #102497 from BlueCube3310/mesh-uv-render-compressed-fix
Fix rendering material when UV2 is compressed
2025-02-07 01:40:02 +01:00
46aeded4b7 Merge pull request #102480 from DarioSamo/dont-unroll-ubershader
Add loop annotations to ubershaders to prevent loop unrolling.
2025-02-07 01:39:48 +01:00
00d806a9ae Merge pull request #102470 from Hilderin/fix-floating-window-close-opened-dialog
Fix Floating Window request close when a dialog is opened
2025-02-07 01:39:38 +01:00
c695eb9159 Merge pull request #101952 from Flarkk/fix_spotlight_peterpanning_regression
Fix shadow peter-panning with default spotlight
2025-02-07 01:39:15 +01:00
b676944dcf Ensure instance uniforms are freed by updating dirty items before freeing. 2025-02-06 14:45:55 -08:00
8714b36171 Fix rendering material when UV2 is compressed 2025-02-06 20:24:46 +01:00
d39ac94c41 Add loop annotations to ubershaders to prevent loop unrolling. 2025-02-06 09:39:18 -03:00
7444839299 Reduce mobile pipeline compilations by tracking more feature usage globally and only compile what is needed 2025-02-05 18:27:23 -08:00
a3d03717c0 Fix Floating Window request close when a dialog is opened 2025-02-05 20:34:32 -05:00
1bba9dbce9 Fix erroneous logic when flushes are involved on RD async methods. 2025-02-05 09:49:15 -03:00
a9fa4fd7b9 Merge pull request #101642 from huwpascoe/fix_source_color
Shaders: Fix `source_color` default value
2025-02-05 11:33:54 +01:00
ea2770eb4f Merge pull request #101947 from Rudolph-B/Issue-101750
Add Heightfield mask to GPUParticlesCollisionHeightField3D
2025-02-04 09:04:11 -06:00