Commit graph

6448 commits

Author SHA1 Message Date
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
Thaddeus Crews
b59cded5d7
Merge pull request #112911 from bruvzg/d3dwine
Fix D3D12 renderer crash on Wine.
2025-11-18 08:25:43 -06:00
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
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
Thaddeus Crews
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
Thaddeus Crews
8327dfa215
Merge pull request #112092 from timothyqiu/ts-nums
Move localized number formatting methods to `TranslationServer`
2025-11-10 17:47:09 -06:00
Thaddeus Crews
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
Haoyu Qiu
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
ghostsoft
b2e87ed27f disable discard and frag errors in gdshaderinc 2025-11-08 17:26:59 +01:00
Lukas Tenbrink
c3747884da Add some important profiling hooks. 2025-11-08 00:08:48 +01:00
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
Pāvels Nadtočajevs
281c74550a
Make utterance_id 64-bit. 2025-11-07 10:21:20 +02:00
Claude
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
Pāvels Nadtočajevs
0d19e18b00
[RTL] Use separate paragraph copy for the partially visible paragraphs. 2025-11-05 17:51:22 +02:00
Thaddeus Crews
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
Rémi Verschelde
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
Rémi Verschelde
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
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
ae9732139a
Merge pull request #109433 from KoBeWi/hastension
Add `has_extension()` method to String
2025-10-31 09:23:30 -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
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
Roy Berardo
2ac01c189d
Change AudioStreamRandomizer random_pitch slider to random_pitch_semitones 2025-10-30 11:38:24 +01:00
smix8
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
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
Thaddeus Crews
8bae34aa49
Merge pull request #111976 from stuartcarnie/metal_stable_bindings
Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
2025-10-28 10:15:30 -05:00
Stuart Carnie
97c17aedc7 Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
Supersedes #110683
2025-10-28 08:45:26 +11:00