Allen Pestaluky
628df323e2
Add agx_white, agx_contrast and HDR support to the AgX tonemapper.
...
Also optimize all tonemappers to perform less calculations per-pixel.
Note: unlike `white`, `agx_white` is limited to a minimum of `2.0` and defaults to `16.29`. When using a RGB10A2 render buffer, `agx_white` will be ignored and a value of `2.0` will be used instead to ensure good behavior on the Mobile renderer.
2025-12-03 09:01:39 -05:00
Thaddeus Crews
62affe05b8
Merge pull request #107902 from DarioSamo/sky-octahedral
...
Rewrite Radiance and Reflection probes to use Octahedral maps.
2025-12-02 20:43:05 -06:00
Thaddeus Crews
4fffa19217
Merge pull request #113467 from clayjohn/Quest3-spec-constant-bug
...
Add Adreno workaround to Mobile post process shader
2025-12-02 20:43:03 -06:00
Thaddeus Crews
9f76aa3df5
Merge pull request #113282 from dsnopek/required-ptr-get-out-there
...
Use `RequiredParam`/`RequiredResult` in some high value places
2025-12-02 20:42:53 -06:00
Dario
c78c3ba894
Rewrite Radiance and Reflection probes to use Octahedral maps.
...
Co-authored-by: clayjohn <claynjohn@gmail.com>
2025-12-02 17:48:12 -08:00
clayjohn
4cd65e081d
Ensure that all spec constants are given a value in the mobile post process shader so that re-spirv can pick up on them and optimize them out of the final shader
...
This is needed to workaround a bug on Adreno devices when using input attachments and spec constants in the same shader
2025-12-02 11:18:00 -08:00
Thaddeus Crews
0289309270
Merge pull request #112191 from blueskythlikesclouds/point-size-emulation-forward-shader
...
Implement point size emulation in the forward shader for D3D12.
2025-12-02 11:52:08 -06:00
Thaddeus Crews
cd8a292324
Merge pull request #113297 from shiena/feature/lifecycle-callbacks
...
Add platform lifecycle callbacks to CameraServer base class
2025-12-02 11:51:52 -06:00
David Snopek
fc92ce3e7f
Use RequiredParam/RequiredResult in some high value places
2025-12-02 10:44:12 -06:00
Skyth
ba556ebe03
Implement point size emulation in the forward shader for D3D12.
2025-12-02 17:36:31 +03:00
Rémi Verschelde
5f12ada7a4
Merge pull request #113432 from TheDying0fLight/set-shader-path-before-compiling
...
Set shader path before compilation
2025-12-02 14:17:38 +01:00
Rémi Verschelde
8cee5355ff
Merge pull request #113398 from Eshaan-byte/fix-moviewriter-disk-space-check
...
Fix MovieWriter checking wrong directory for disk space
2025-12-02 14:17:10 +01:00
Simon Döhl
772caa8170
set shader path before compilation
2025-12-02 09:04:19 +01:00
Hugo Locurcio
2cf7af9149
Make all unsupported renderer message features consistently warnings
...
Previously, some messages indicating a lack of support were errors
instead of warnings. Some messages were also not shown when running
a release export template.
- Use "renderer" terminology consistently instead of "rendering method".
2025-12-01 17:38:12 +01:00
KOGA Mitsuhiro
85ec5b9f42
Add platform lifecycle callbacks to CameraServer base class
2025-12-02 00:31:51 +09:00
Eshaan
b1ef01dcee
Fix MovieWriter checking wrong directory for disk space
...
MovieWriter was using get_basename() which strips the file extension
but keeps the filename, resulting in checking the current working
directory instead of the target output directory.
Changed to use get_base_dir() to properly extract the directory path
where the movie file will actually be written.
Fixes #113391
2025-12-02 00:23:58 +11:00
Skyth
bfdf86370f
Check for pending clears in every RD texture function.
2025-11-27 17:26:26 +03:00
Rémi Verschelde
b1de0364bf
Merge pull request #111954 from blueskythlikesclouds/copy-api-refactor
...
Refactor rendering driver copy APIs to fix D3D12 issues.
2025-11-27 09:55:31 +01:00
Rémi Verschelde
e4d2f1d630
Merge pull request #108682 from allenwp/98708-fix-clear-color-hdr2d
...
Fix clear color being incorrect in `Environment` background with HDR 2D.
2025-11-27 09:55:16 +01:00
Allen Pestaluky
f37edd524f
Fix clear color being incorrect in Environment background with HDR 2D.
2025-11-26 16:11:57 -05:00
Alexander Hartmann
d97496a99e
Fix SHADER_UNIFORM_NAMES
2025-11-26 16:02:38 +01:00
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
9dd6c4dbac
Merge pull request #112927 from allenwp/fix_clamping_in_tonemap_mobile
...
Fix inconsistent color clamping between Mobile and Forward+.
2025-11-25 12:55:13 -06:00
Thaddeus Crews
5ff7a9e793
Merge pull request #112031 from bruvzg/vm_os_f
...
Fix embedded window frame oversampling, fix DPITexture using uninitialized size in some conditions.
2025-11-25 09:52:24 -06:00
Thaddeus Crews
bea52f4e37
Merge pull request #113130 from BastiaanOlij/fix_113022
...
Ensure usage of `DATA_FORMAT_R32_SFLOAT` for depth resolve on Forward+
2025-11-25 07:06:52 -06:00
Dario
d17ea061bc
Move D3D12's automatic texture clears to RenderingDevice.
2025-11-25 09:34:38 -03:00
Thaddeus Crews
b3b0feb229
Merge pull request #112916 from DarioSamo/reflection-probe-real-time-fix
...
Allow reflection probes to only recreate the atlas when switching to real time.
2025-11-24 16:00:06 -06:00
Thaddeus Crews
9a8b9e5c24
Merge pull request #113010 from blueskythlikesclouds/persistent-map-staging-buffers
...
Persistently map staging buffers.
2025-11-24 16:00:04 -06:00
Bastiaan Olij
e5100fd204
Ensure we use DATA_FORMAT_R32_SFLOAT for depth resolve buffer on Forward+
2025-11-25 08:30:23 +11:00
Thaddeus Crews
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
Pedro J. Estébanez
4ba4558cf6
CommandQueueMT: Reduce lock contention in cases of single flusher
2025-11-21 11:11:30 +01:00
Pāvels Nadtočajevs
5fdcb805d4
[TextServer] Use a separate flag to disable min. string length for adding ellipsis.
2025-11-21 07:49:26 +02:00
Thaddeus Crews
1d8e0138a9
Merge pull request #112196 from kubaofc123/feature/taa_improvement
...
TAA adjustment to reduce ghosting
2025-11-20 16:46:58 -06:00
Thaddeus Crews
df7fd31d07
Merge pull request #112978 from stuartcarnie/fix_ninepatch
...
2D: Fix nine-patch rendering
2025-11-20 11:10:54 -06:00
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
Thaddeus Crews
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
Skyth
f5bbd71dfc
Persistently map staging buffers.
2025-11-20 14:32:55 +03:00
Stuart Carnie
351e0dcfbf
2D: Fix nine-patch rendering
...
Closes #112966
2025-11-20 16:47:50 +11:00
Skorpnok
94f433ccf6
Fix missing mipmaps for RB_TEX_BACK_COLOR
2025-11-19 13:38:07 +01:00
Stuart Carnie
bd2d596ca7
2D: Fix clip children
...
We were not reusing the last index, same issue as #102161
2025-11-19 06:12:49 +11:00
Allen Pestaluky
2c6749ab9a
Fix inconsistent color clamping between Mobile and Forward+.
...
Also remove inconsistencies with glow blending code and comments between the two shader files to allow for easier comparison of the two tonemap files.
2025-11-18 12:33:42 -05:00
Thaddeus Crews
b59cded5d7
Merge pull request #112911 from bruvzg/d3dwine
...
Fix D3D12 renderer crash on Wine.
2025-11-18 08:25:43 -06:00
Dario
f07923a527
Allow reflection probes to only recreate the atlas when switching to real time.
2025-11-18 09:50:16 -03:00
blaqjack
d650ac8a96
TAA adjustment to reduce ghosting
2025-11-18 12:24:09 +01:00
Pāvels Nadtočajevs
90f2026c0f
Fix D3D12 renderer crash on Wine.
2025-11-18 12:38:22 +02:00
Thaddeus Crews
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
Bastiaan Olij
21ffbecfa9
Resolve depth buffer in pass if supported by driver
2025-11-17 17:29:38 +11:00
clayjohn
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
clayjohn
79ffbfdf73
Reorganize canvas shader varyings in RD renderer
2025-11-14 22:29:28 -08:00
Thaddeus Crews
e46c2ea3fa
Merge pull request #112379 from bruvzg/tts64id
...
Make `utterance_id` 64-bit.
2025-11-14 14:23:17 -06:00