8c4180adf4
Add GENERAL resource usage to the render graph. Fixes texture initialization in D3D12.
2025-09-02 15:18:47 -03:00
0f0bb7d225
Merge pull request #110025 from DarioSamo/fix-shader-debug-info-take-two
...
Fix --generate-spirv-debug-info regression (alternate take)
2025-09-01 19:37:27 -07:00
b919b19f48
Merge pull request #110174 from clayjohn/RD-shader-cache
...
Avoid attempting to load from shader cache when both the user-dir and res-dir are invalid
2025-09-01 19:09:55 -05:00
d90332aa0f
Avoid attempting to load from shader cache when both the user-dir and res-dir are invalid
2025-09-01 12:25:23 -07:00
f766e401db
[MSDF] Fix outline bleed out at small sizes.
2025-08-31 23:35:33 +03:00
e137c882c0
Disable smolv and change the shader hash when SPIR-V debug info is enabled.
2025-08-28 14:17:58 -03:00
b86d05e7f8
Merge pull request #109993 from bruvzg/upscale_gl_check
...
Check renderer type when setting 3D upscaling mode.
2025-08-27 13:39:41 -05:00
adce527880
Check renderer type when setting 3D upscaling mode.
2025-08-27 07:48:55 +03:00
aa0c7bb840
Merge pull request #109970 from allenwp/add-debanding-smaa-before-spatial-upscaler
...
Add debanding to SMAA and apply debanding before spatial upscalers.
2025-08-26 19:01:11 -05:00
27b0135264
Merge pull request #109995 from clayjohn/texture-error
...
Handle the case where VRS is a two byte per pixel format when creating default VRS texture
2025-08-26 19:01:10 -05:00
674f1dacaa
Merge pull request #109994 from clayjohn/mali-glow-bug
...
Use vertex shader workaround for Mali GXX GPUs for glow shader
2025-08-26 19:01:09 -05:00
b0d7a241b2
Handle the case where VRS is a two byte per pixel format when creating default VRS texture
2025-08-26 12:22:23 -07:00
4b84207d2f
Use vertex shader workaround for Mali GXX GPUs for glow shader
...
We applied this same workaround to the tonemap shader and DoF, but didn't apply it to glow since the bug didn't manifest on our test devices.
2025-08-26 11:31:22 -07:00
5a3e69d16e
Add debanding to SMAA and apply debanding before spatial upscalers.
2025-08-25 16:55:36 -04:00
257176ea32
Defer format_changed and frame_changed signal for all camera feeds
2025-08-25 21:33:34 +08:00
1d386b5f7d
Merge pull request #109882 from precup/shader-cache-return
...
Treat missing variants as normal cache misses during shader cache lookup
2025-08-24 11:04:32 -05:00
90c9134875
Metal: Read gl_ViewIndex for multi-view subpasses
...
This is necessary to ensure the SpvCapabilityMultiView is included in
the SPIR-V, informing downstream transpilers, like Metal, that it should
enable multi-view capabilities in the generated Metal shader source.
2025-08-23 09:12:17 +10:00
277693ba81
Treat missing variants as normal cache misses during shader cache lookup
2025-08-22 11:48:43 -07:00
c7a07610e9
Merge pull request #109591 from mihe/no-async-physics-while-processing
...
Pause physics command queue during physics processing
2025-08-21 18:39:36 -05:00
4f393e0c3c
Merge pull request #109644 from RandomShaper/fix_dupe_tex2darr
...
Fix material removal clearing all instances of shared texture arrays
2025-08-20 12:07:14 -05:00
6a3941b5d9
Fix MSDF outline size clamping.
2025-08-19 08:28:33 +03:00
919006eb35
Fix material removal clearing all instances of shared texture arrays
2025-08-18 12:21:15 +02:00
34d01ea07e
Merge pull request #109607 from mihe/character-thread-sync
...
Fix `move_and_slide` forcing synchronization with physics thread
2025-08-15 12:58:44 -05:00
6c907c2d37
Fix move_and_slide forcing synchronization with physics thread
...
Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com >
2025-08-14 18:58:36 +02:00
6f298b6642
Merge pull request #109548 from bruvzg/shader_x
...
Improve shader overloaded function error reporting.
2025-08-14 09:28:01 -05:00
70979ae8bd
Pause physics command queue during physics processing
2025-08-14 15:54:59 +02:00
fb829bdd08
Fix mobile renderer motion vectors regression
2025-08-12 16:45:31 -05:00
c3cc1ba8e4
Improve shader overloaded function error reporting.
2025-08-12 16:58:43 +03:00
ca452113d4
Merge pull request #109437 from bruvzg/msdf_no_t
...
Use MSDF instead of MTSDF for font rendering.
2025-08-11 09:55:28 -05:00
86e61a311f
Use MSDF instead of MTSDF for font rendering.
...
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com >
2025-08-09 10:41:16 +03:00
49e3eba008
Consolidate frame_changed signal into CameraFeed
2025-08-09 04:12:27 +09:00
a3b42d85d2
Merge pull request #109406 from stuartcarnie/metal_fx_spatial_fix
...
Metal: Ensure correct output texture format selection
2025-08-08 12:28:10 -05:00
8e096d4240
Merge pull request #109415 from bruvzg/caret_range
...
[TextServer] Fix caret hit test rounding.
2025-08-08 12:28:08 -05:00
d13b5361b4
[TextServer] Fix caret hit test rounding.
2025-08-08 11:06:07 +03:00
c8b5982d0f
Metal: Ensure correct output texture format selection
2025-08-08 12:50:16 +10:00
2560ddbce0
Add CameraServer camera_feeds_updated signal, and document async behavior
2025-08-08 03:53:41 +09:00
c9096e1f98
Merge pull request #93200 from AndreiPetrov890/fix-android-microphone
...
Fix audio input gets muted after a while on android
2025-08-03 10:51:13 -05:00
38f8e18303
Merge pull request #109006 from RoyBerardo/random_pitch_bias_fix
...
Fix random pitch upward bias in `AudioStreamRandomizer`
2025-08-03 10:51:11 -05:00
321f2391d9
Merge pull request #108384 from adamscott/fix-sample-deletion
...
[Web] Fix sample playback deletion and `AudioStreamPolyphonic` issue
2025-08-03 10:50:49 -05:00
3e01c8a551
Fix random pitch upwards bias in AudioStreamRandomizer
2025-08-02 04:19:03 -07:00
87bb5ab681
Merge pull request #108919 from KeyboardDanni/d3d12_init_shader_model_check
...
D3D12: Fix shader model check, initialization error handling
2025-08-01 11:45:19 -05:00
f9313aa27b
Merge pull request #108924 from bruvzg/ac17
...
Update access-kit to 0.17.0
2025-07-31 10:39:09 -05:00
5787f6fb6a
Merge pull request #108044 from apples/107935-stencil-fixes
...
Fix opaque stencil rendering
2025-07-31 10:39:08 -05:00
cfc58710b7
Merge pull request #108697 from clayjohn/pump-task
...
Ensure that threads only process one pump task
2025-07-30 09:03:42 -05:00
782b9e328c
Ensure that threads only process one pump task.
...
This is necessary because we will always deadlock if a thread takes on multiple pump tasks since pump tasks never return.
This means when using separate threads for certain systems (like physics or rendering), we need to be sure that there are enough threads to have at least one per system (to ensure forward progress).
2025-07-29 07:15:34 -07:00
3f757c41fc
Update access-kit to 0.17.0
2025-07-29 08:37:01 +03:00
bf6629a005
D3D12: Fix shader model check, initialization error handling
2025-07-28 20:35:45 -04:00
a590be0cb2
OpenGL: Fix crash with "Thread Model" set to "Separate"
2025-07-28 13:02:46 -05:00
ebe2b44ca9
Merge pull request #108940 from DarioSamo/transfer-alignment-lcm
...
Compute texture alignment for transfers using the LCM instead.
2025-07-25 11:08:13 -05:00
b962b38e74
Check for Vulkan Memory Model support and make it a variant.
2025-07-25 09:24:58 -03:00