Commit Graph

4729 Commits

Author SHA1 Message Date
158f13aebf Merge pull request #102232 from bruvzg/xattr
[FileAccess] Implement support for reading and writing extended file attributes/alternate data streams.
2025-11-25 09:52:37 -06:00
0da802cdd7 Merge pull request #111114 from bruvzg/sigpipe_ign
Suppress SIGPIPE when writing to a pipe.
2025-11-25 09:52:27 -06:00
d17ea061bc Move D3D12's automatic texture clears to RenderingDevice. 2025-11-25 09:34:38 -03:00
ec7de6b82b Fix all D3D12 object memory leaks. 2025-11-24 16:45:47 +03:00
d454e1a1e0 [FileAccess] Implement support for reading and writing extended file attributes/alternate data streams. 2025-11-24 11:18:25 +02:00
dca2986321 Merge pull request #112844 from bruvzg/cwd_error
Add error message when trying to load project from CWD.
2025-11-21 18:37:29 -06:00
ccf414ecb4 Merge pull request #112989 from blueskythlikesclouds/typed-uav-load-additional-check
Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-21 14:46:53 -06:00
8480b62202 Merge pull request #113000 from brycehutchings/d3d12_descriptor_heap_pool_corruption_fix
Fix corruption of D3D12 CPU descriptor heap free blocks
2025-11-21 14:46:47 -06:00
17703ab0fb Fix corruption of cpu descriptor heap free blocks 2025-11-20 15:51:12 -08:00
a7358ddd12 Add error message when trying to load project from CWD. 2025-11-20 23:19:09 +02:00
8c505d98e4 Merge pull request #112914 from blueskythlikesclouds/d3d12-buffer-create-fix
Fix buffer creation on old D3D12 runtimes.
2025-11-20 11:10:53 -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
2331470128 Check for Typed UAV Load Additional Formats capability when creating D3D12 device. 2025-11-20 19:26:00 +03:00
6de36fe6b2 Silence warnings about DisplayServer icons on iOS and visionOS
Setting window icons is not supported on iOS or visionOS,
but there is no concept of window icons on those platforms anyway.
2025-11-18 23:33:13 +01:00
d30ec9aef0 Merge pull request #112888 from dhoverb/meta_foveation_eye_tracked
Implement XR_META_foveation_eye_tracked
2025-11-18 14:00:47 -06:00
8cb0cc8a1f Merge pull request #110943 from GlitchedCode922/fix_backup_permissions
Fix permission handling for write backup files (`FileAccessUnix`)
2025-11-18 14:00:41 -06:00
53e1ea184a Implement XR_META_foveation_eye_tracked 2025-11-18 14:58:11 +00:00
eafc21fb05 Merge pull request #112784 from migueldeicaza/fix_dynamic_xcframework_loading
iOS: Fix loading of xcframework dynamic libraries.
2025-11-18 08:25:45 -06:00
92d3fc302a Fix buffer creation on old D3D12 runtimes. 2025-11-18 15:33:30 +03:00
21ffbecfa9 Resolve depth buffer in pass if supported by driver 2025-11-17 17:29:38 +11:00
b1465d6af0 iOS: Fix loading of xcframework dynamic libraries.
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
e46c2ea3fa Merge pull request #112379 from bruvzg/tts64id
Make `utterance_id` 64-bit.
2025-11-14 14:23:17 -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
52e7b970af Merge pull request #111681 from Nintorch/joypad-led
Add support for setting a joypad's LED light color
2025-11-13 20:52:07 -06:00
08fb2e61e7 Merge pull request #111503 from JestemStefan/fix_111176
Fix `Input.is_joy_known` response for SDL joypads
2025-11-12 17:26:22 -06:00
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
a1340f05a9 Allow editing editor settings from project manager 2025-11-12 16:34:43 +01:00
a55242747a Add support for joypad LED lights 2025-11-12 06:01:03 +05:00
3f98a5472d Fix Input.is_joy_known response for SDL joypads 2025-11-11 23:23:46 +01:00
180ccae934 Merge pull request #111707 from Nintorch/joypad-features
Support adding advanced joypad features
2025-11-11 16:07:56 -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
c3747884da Add some important profiling hooks. 2025-11-08 00:08:48 +01:00
281c74550a Make utterance_id 64-bit. 2025-11-07 10:21:20 +02:00
4dfd4ed6e7 [D3D12] Fallback to HWND if DComp init failed. 2025-11-07 08:46:26 +02:00
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
2e2059a7f8 Merge pull request #112404 from AllenDang/master
Fix CoreAudio driver crash when starting input with uninitialized device
2025-11-05 11:48:04 -06:00
613c9fb86f Improve rendering driver fallback on Windows. 2025-11-05 17:49:43 +03:00
80c2d6c439 Fix CoreAudio driver crash when starting input with uninitialized device
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
f3c30408d4 Merge pull request #112344 from blueskythlikesclouds/d3d12-transparent-background-fix
Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-04 16:32:48 -06:00
4cc5177f6b Create HWND swap chain when window transparency is disabled on D3D12. 2025-11-03 17:36:55 +03:00
8895dfa56c Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12. 2025-11-03 12:14:57 +03:00
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
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
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
9b0620bf5f Merge pull request #112185 from bruvzg/pre26_mac
[macOS/iOS] Fix build with Xcode older than 26.
2025-10-30 10:45:59 -05:00
e72374a5da [macOS/iOS] Fix build with Xcode older than 26. 2025-10-30 07:59:16 +02:00
d4aa3e322d Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA. 2025-10-29 15:02:45 +03:00