Commit graph

2089 commits

Author SHA1 Message Date
Thaddeus Crews
8105ff7ac7
Merge pull request #106940 from allenwp/agx-add-white-contrast
Add `white`, `contrast`, and future HDR support to the AgX tonemapper.
2025-12-03 11:42:29 -06:00
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
Skyth
f6298405f3 Fix radiance/reflection fallback texture types. 2025-12-03 16:15:56 +03:00
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
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
Skyth
ba556ebe03 Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +03:00
Allen Pestaluky
f37edd524f Fix clear color being incorrect in Environment background with HDR 2D. 2025-11-26 16:11:57 -05:00
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
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
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
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
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
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
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
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
c6fe923e33
Merge pull request #108516 from KoBeWi/file_graveyard
Remove unnecessary cpp files after cleanup
2025-11-14 14:23:06 -06:00
Thaddeus Crews
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
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
Thaddeus Crews
1ab8e9847d
Merge pull request #112494 from clayjohn/rd-fog-blend
Clean up Volumetric Fog blending behavior
2025-11-13 17:42:57 -06:00
Skyth
d27e4dab16 Sanitize INF/NaN when copying last frame texture for SSIL/SSR. 2025-11-13 16:38:54 +03:00
clayjohn
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
clayjohn
986786dc8c Use proper bitshift for tonemap srgb flag in Forward+ renderer 2025-10-31 18:35:39 -07:00
Thaddeus Crews
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
Thaddeus Crews
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
Thaddeus Crews
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
clayjohn
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
David Snopek
ca0eb5da24 OpenXR: Fix resizing viewports used by OpenXRCompositionLayer 2025-10-30 17:40:52 -05:00
Rudolph Bester
ebd32c15ec Fix Light2D none shadow filter to use nearest sampling 2025-10-30 19:12:17 +02:00
Thaddeus Crews
84e713c6c1
Merge pull request #112131 from stuartcarnie/fix_2d_ui
2D: Fix incorrect 2D rendering
2025-10-29 13:13:49 -05:00
Stuart Carnie
7db9be5685 2D: Fix incorrect 2D rendering
Regression from #111183

Closes #112121
2025-10-29 06:21:59 +11:00
Thaddeus Crews
94df7a1cd1
Merge pull request #111998 from shakesoda/fog-blend
Revise fog blending to fix over-darkening/borders.
2025-10-28 12:19:15 -05:00
Thaddeus Crews
ea381ac992
Merge pull request #111198 from lawnjelly/fti_fix_2d_nonmoving_4
FTI - Optimize non-interpolated 2D items
2025-10-28 10:15:38 -05:00
Colby Klein
bdbbed8ea9 Revise fog blending to fix over-darkening/borders.
This can result in low fog densities being a bit brighter, which may need slight adjustment in your scenes.

In exchange, volumetrics now blend smoothly together with the scene and regular fog.

Fixes #101514
2025-10-24 13:15:26 -07:00
Thaddeus Crews
edbfb7a6ec
Merge pull request #111183 from stuartcarnie/matias-uma-pc-pr
Add Persistent Buffers utilizing UMA
2025-10-24 11:23:11 -05:00
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
Thaddeus Crews
da593d0c16
Merge pull request #111897 from allenwp/environment-adj-prioritize-old-behaviour
Improve `Environment` adjustments (favor old behavior and quality).
2025-10-23 11:03:56 -05:00
Allen Pestaluky
0c7f013c55 Improve Environment color adjustments; specifically brightness and HDR 2D contrast.
This commit changes adjustments to behave as follows for all rendering configurations:

- Apply brightness to linear-encoded values, preventing contrast, saturation, and hue from being affected.
- Apply contrast to perceptually uniform (nonlinear sRGB-encoded) values, matching existing behavior when HDR 2D is disabled and producing optimal visual quality.
- Apply saturation with even color channel weights. This causes brightness of certain colors to change, but matches existing behavior when HDR 2D is disabled.

Adjustments are applied after glow and tonemapping to match existing behavior.
2025-10-23 11:08:49 -04:00
Thaddeus Crews
3f34e38703
Merge pull request #109596 from atlasapplications/splash-screen-stretch-mode
Add Stretch Modes for Splash Screen
2025-10-21 19:09:33 -05:00
Justin Sasso
b6b3e1ef9e Add Stretch Modes for Splash Screen
Co-authored-by: Samuel Pedrajas <samuelpedrajaspz@gmail.com>
2025-10-21 18:20:44 -04:00