Commit graph

124 commits

Author SHA1 Message Date
Antonio Caggiano
d8c3bc0e65
Fix acceleration structure barriers
Extract pipeline stage flags patching to a separate helper function and
remove all VK_PIPELINE_STAGE_*_SHADER_BIT flags.
2026-04-15 13:53:36 +02:00
Antonio Caggiano
24f9ac81ba
raytracing: Fix shader binding table record alignment
Raytracing shader binding table records are addressed through Vulkan
alignment rules that distinguish between the raw shader group handle size,
the per-record handle alignment, and the base alignment required for SBT
region addresses.

The previous layout treated the shader group handle size as the record
stride everywhere. This worked only on devices where the handle size
already satisfied all relevant alignment requirements. It broke down once
multiple ray generation shaders were placed in the same SBT: selecting a
non-zero raygen index advanced the raygen region address by the raw handle
size, which could produce an address that was not aligned to the required
shader group base alignment.

Separate the SBT layout into the appropriate strides:

- ray generation records use a base-aligned stride, since selecting a
  raygen shader changes the SBT region start address for the dispatch.
- miss and hit records use the handle-aligned shader group stride, since
  their regions start at a base-aligned address and individual records are
  selected through the region stride.

This keeps the CPU-side SBT population and the dispatch-time SBT regions
using the same layout, so shader group handles are written to the same
aligned slots that Vulkan later addresses.
2026-04-13 23:24:17 +02:00
Thaddeus Crews
4a9684b0ff
Merge pull request #117537 from allenwp/remove-10-bit-vulkan-swapchain-formats
Remove unnecessary Vulkan swap chain formats.
2026-04-10 10:32:31 -05:00
Skyth
83d2b84a51 Refactor raytracing pipelines. 2026-04-10 14:21:02 +03:00
Thaddeus Crews
cd32d9949f
Merge pull request #118083 from allenwp/hdr-macos-vulkan
Add HDR output support to Vulkan on macOS.
2026-04-07 06:44:43 -05:00
Allen Pestaluky
0810756a9f Add HDR output support to Vulkan on macOS.
Co-authored-by: Josh Jones <kilauea.jones@gmail.com>
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2026-04-06 11:11:18 -04:00
Skyth
e16a299a86 Raytracing API adjustments. 2026-04-03 18:06:34 +03:00
Thaddeus Crews
7351e6909b
Merge pull request #116962 from blueskythlikesclouds/blas-create-api-change
Refactor `blas_create` to accept multiple geometries.
2026-04-02 12:33:23 -05:00
Rémi Verschelde
7958080d65
Merge pull request #116220 from dsnopek/foveated-rendering-vulkan-subsampled-image
OpenXR: Allow using Vulkan subsampled images with foveated rendering
2026-03-23 22:34:11 +01:00
Rémi Verschelde
98868393cc
Style: Enforce #include validation hook 2026-03-18 10:41:59 +01:00
Allen Pestaluky
bb61cc3f8e Remove unnecessary A2B10G10R10_UNORM and A2R10G10B10_UNORM Vulkan swap chain formats. 2026-03-17 17:07:18 -04:00
Rémi Verschelde
7795057e4b
Misc includes or modernize fixes found via clangd-tidy 2026-03-16 21:38:26 +01:00
Thaddeus Crews
5d0a321575
Merge pull request #102987 from ArchercatNEO/wayland-hdr
[LinuxBSD] Add support for HDR output (Wayland)
2026-03-16 11:32:54 -05:00
Rémi Verschelde
0d7bd115da
Remove unused includes in drivers with clangd-tidy 2026-03-14 22:38:02 +01:00
ArchercatNEO
eee3384e20 HDR output for linuxbsd (wayland) 2026-03-13 16:48:58 +00:00
Skyth
1b7fcc3993 Refactor blas_create to accept multiple geometries. 2026-03-11 15:19:56 +03:00
David Snopek
4d218bdeb7 OpenXR: Allow using Vulkan subsampled images with foveated rendered 2026-03-05 11:00:37 -06:00
Rémi Verschelde
8c0f175c94
Decouple RenderingServer from as much of the codebase as possible
Notably decouples it from:
- AccessibilityServer
- DisplayServer
- Viewport
- Window
2026-03-03 12:48:07 +01:00
Rémi Verschelde
a447ac95ec
Move DisplayServer enums and typedefs to DisplayServerEnums
This will allow decoupling `display_server.h` from a number of headers in the
codebase which only require those enums and not all the DisplayServer API.
2026-03-03 12:44:02 +01:00
Stuart Carnie
d5504ffc69 feat: Add EDR support to Metal and all Apple platforms 2026-02-27 05:23:56 +11:00
Skyth
8ed849e416 Optimize get_total_memory_used in D3D12 and Vulkan. 2026-02-16 17:13:06 +03:00
Josh Jones
b8389cc76b Support output to HDR monitors
Co-authored-by: Alvin Wong <alvinhochun@gmail.com>
Co-authored-by: Allen Pestaluky <allenpestaluky@gmail.com>
2026-02-11 22:13:26 -07:00
Lukas Tenbrink
c5df0cb82b Don't right-align escaped newlines, e.g. for #define. This has previously led to long diffs in the commit history. 2026-02-04 19:31:28 +01:00
Thaddeus Crews
04a2ae7ed4
Merge pull request #99119 from Fahien/fahien/raytracing-base
Vulkan raytracing plumbing
2026-01-27 15:18:24 -06:00
Antonio Caggiano
27e4f24800
raytracing: Initial Vulkan support
- Vulkan implementations in `RenderingDeviceDriverVulkan`.
- Raytracing instruction list in `RenderingDeviceGraph`.
- Functions to create acceleration structures and raytracing pipelines
  in `RenderingDevice`.
- Raygen, Miss, and ClosestHit shader stages support.
- GDScript bindings.
- Update classes documentation.
- Unimplemented placeholders for Metal and D3D12.
- Build acceleration structure command.
- Expose a shader preprocessor define.
- Align build scratch address.
- Create STB after creating the pipeline.
- Separate acceleration structure barriers.
- Use transforms in TLAS instances.
- AnyHit and Intersection stages.
- Optionally set acceleration structure build input buffer usage.
- Introduce instances buffer.
- Move scratch buffers to RenderingDevice.
- Rename AccelerationStructureGeometryBits.
- Use regular buffer creation and free routines for scratch buffer.
- Store trackers in acceleration structures.
- Bump Shader SPIR-V version to 1.4
- Add Position attribute location in blas_create.
- Encapsulate MoltenVK check in preprocessor macro.
- Split SUPPORTS_RAYTRACING for pipeline and query.
2026-01-27 16:17:45 +01:00
Dario
f714eaba0d Do not store SPIR-V in memory unless pipeline statistics are used. 2026-01-16 18:51:33 -03:00
Rémi Verschelde
0449f4bce1
Merge pull request #114657 from DarioSamo/immutable-sampler-descriptor-fix
Always add Vulkan descriptor count for immutable samplers to descriptor pool.
2026-01-08 17:15:33 +01:00
Dario
bce41d08fe Always add Vulkan descriptor count for immutable samplers to descriptor pool. 2026-01-06 16:02:51 -03:00
Rémi Verschelde
bc6f6a6358
Merge pull request #113842 from blueskythlikesclouds/rd-depth-clear-on-first-use
Clear depth stencil textures on first use if the RDD requires it.
2026-01-06 10:59:42 +01:00
Rémi Verschelde
7692a3d53b
Merge pull request #114313 from blueskythlikesclouds/handle-descriptor-fragmentation
Create new pools when they become fragmented on Vulkan.
2026-01-01 10:19:54 +01:00
Skyth
3ef93dc19f Implement workaround for GPU driver crash on Adreno 5XX. 2025-12-29 15:14:04 +03:00
Skyth
3b23931eae Create new pools when they become fragmented on Vulkan. 2025-12-22 12:42:19 +03:00
Skyth
83af078761 Clear depth stencil textures on first use if the RDD requires it. 2025-12-15 18:34:43 +03:00
mxtherfxcker
8a23bec158 Update re-spirv to fix multiple regressions.
- Fix behavior regression from decoration change.
- Empty shader fix.
- Add image query ops.

Co-authored-by: DarioSamo <dariosamo@gmail.com>
2025-12-08 16:13:36 -03:00
Thaddeus Crews
666bcb2056
Merge pull request #111452 from DarioSamo/re-spirv
Use re-spirv in the Vulkan driver to optimize shaders.
2025-12-02 11:52:10 -06:00
Dario
cf00643565 Use re-spirv in the Vulkan driver to optimize shaders.
Includes contributions by Rémi to unify usage of SPIR-V Headers across the dependencies.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-12-02 11:39:11 -03:00
Skyth
ba556ebe03 Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +03:00
Rémi Verschelde
1cb4ada316
Merge pull request #112994 from dsnopek/openxr-meta-foveation-eye-tracked-on-meta
OpenXR: Fix Vulkan validation errors and get `XR_META_foveation_eye_tracked` working on Meta Quest devices
2025-11-27 09:55:45 +01:00
David Snopek
fce47ac456 OpenXR: Fix Vulkan validation errors and get XR_META_foveation_eye_tracked working on Meta Quest devices 2025-11-26 05:02:22 -06:00
Skyth
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
Thaddeus Crews
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
dhoverb
53e1ea184a Implement XR_META_foveation_eye_tracked 2025-11-18 14:58:11 +00:00
Bastiaan Olij
21ffbecfa9 Resolve depth buffer in pass if supported by driver 2025-11-17 17:29:38 +11:00
Stuart Carnie
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
Skyth
613c9fb86f Improve rendering driver fallback on Windows. 2025-11-05 17:49:43 +03:00
Stuart Carnie
230adb7511 Add Persistent Buffers
This work is a heavily refactored and rewritten from TheForge's initial
code.

TheForge's original code had too many race conditions and was
fundamentally flawed as it was too easy to incur into those data races
by accident.

However they identified the proper places that needed changes, and the
idea was sound. I used their work as a blueprint to design this work.

This PR implements:

 - Introduction of UMA buffers used by a few buffers
(most notably the ones filled by _fill_instance_data).

Ironically this change seems to positively affect PC more than it does
on Mobile.

Updates D3D12 Memory Allocator to get GPU_UPLOAD heap support.

Metal implementation by Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: TheForge team
2025-10-24 08:16:19 +11:00
Stuart Carnie
a281e91c5a Metal: Fix texture_get_data other linear formats
Introduce a specialised `texture_get_data` for `RenderDeviceDriver`,
which can retrieve the texture data from the GPU driver for shared
textures (`TEXTURE_USAGE_CPU_READ_BIT`).

Closes #108115
2025-10-16 06:46:51 +11:00
Lukas Tenbrink
1db0a60dc0 Replace std::size usage with std_size to avoid <iterator> include. 2025-10-05 00:26:11 +02:00
Ben Rog-Wilhelm
e5ab5acd95 Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers. 2025-09-10 05:19:36 -05:00
Dario
e137c882c0 Disable smolv and change the shader hash when SPIR-V debug info is enabled. 2025-08-28 14:17:58 -03:00