Commit Graph

6452 Commits

Author SHA1 Message Date
e5100fd204 Ensure we use DATA_FORMAT_R32_SFLOAT for depth resolve buffer on Forward+ 2025-11-25 08:30:23 +11:00
0e182ee83d Merge pull request #112506 from RandomShaper/less_locky_cmd_queue
CommandQueueMT: Reduce contention + Fix race conditions
2025-11-21 14:46:52 -06:00
4ba4558cf6 CommandQueueMT: Reduce lock contention in cases of single flusher 2025-11-21 11:11:30 +01:00
5fdcb805d4 [TextServer] Use a separate flag to disable min. string length for adding ellipsis. 2025-11-21 07:49:26 +02:00
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
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
b59cded5d7 Merge pull request #112911 from bruvzg/d3dwine
Fix D3D12 renderer crash on Wine.
2025-11-18 08:25:43 -06:00
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
e46c2ea3fa Merge pull request #112379 from bruvzg/tts64id
Make `utterance_id` 64-bit.
2025-11-14 14:23:17 -06:00
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
8327dfa215 Merge pull request #112092 from timothyqiu/ts-nums
Move localized number formatting methods to `TranslationServer`
2025-11-10 17:47:09 -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
72d437c030 Move localized number formatting methods to TranslationServer
Co-Authored-By: Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com>
2025-11-10 15:01:22 +08:00
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
281c74550a Make utterance_id 64-bit. 2025-11-07 10:21:20 +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
0d19e18b00 [RTL] Use separate paragraph copy for the partially visible paragraphs. 2025-11-05 17:51:22 +02:00
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
ae9732139a Merge pull request #109433 from KoBeWi/hastension
Add `has_extension()` method to String
2025-10-31 09:23:30 -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
e4c9950f62 Merge pull request #103742 from RoyBerardo/random-pitch-semitones
Change the random pitch on the audio stream randomizer to be in semitones, not a frequency multiplier.
2025-10-30 10:46:06 -05:00
2ac01c189d Change AudioStreamRandomizer random_pitch slider to random_pitch_semitones 2025-10-30 11:38:24 +01:00
419fc6e22d Make NavigationServer backend engine selectable
Adds engine backend selection for NavigationServers, aka allows to swap navigation module for other backend implementations.
2025-10-30 08:59:06 +01:00
84e713c6c1 Merge pull request #112131 from stuartcarnie/fix_2d_ui
2D: Fix incorrect 2D rendering
2025-10-29 13:13:49 -05:00
7db9be5685 2D: Fix incorrect 2D rendering
Regression from #111183

Closes #112121
2025-10-29 06:21:59 +11:00