8c7c96e2c4
Merge pull request #108636 from clayjohn/MSAA-depth-mobile
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Add depth resolve to the mobile renderer
2025-09-17 11:34:13 -05:00
e721af5775
Merge pull request #110330 from DarioSamo/reflection-probe-size-leak
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Fix reflection probes not recreating downsampled textures when mode changes.
2025-09-17 11:34:12 -05:00
e504943212
Merge pull request #110184 from Namey5/vertex-lighting-issue
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Fix rounding error in clustered vertex light culling
2025-09-17 11:34:11 -05:00
abe3b481ae
Make conversions from LocalVector to Vector explicit.
2025-09-16 21:41:28 +02:00
6efa557e9b
Merge pull request #109567 from Flarkk/fix_spotlight_fog
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Fix spotlight's shadow peter-panning with volumetric fog
2025-09-16 11:44:55 -05:00
853884ba05
Merge pull request #109143 from sievaxx/more_sampler_default_texs
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Add and enable default textures for other samplers
2025-09-16 11:44:51 -05:00
27a3f0eb8d
Merge pull request #108206 from Calinou/transparent-viewport-no-ssr-sss-dof
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Disable unsupported SSR, SSS, DoF on transparent viewports
2025-09-16 11:44:48 -05:00
204e310914
Tweak draw command label names for consistency
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- Use Title Case for all labels, and add hyphens where relevant.
- Mention Roughness in SSR Filter's label name, as it's only enabled
when the SSR roughness quality is not set to Disabled.
2025-09-14 01:23:47 +02:00
1c62ba40b7
Disable unsupported SSR, SSS, DoF on transparent viewports
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For technical reasons, transparent viewports cannot support
screen-space reflections, subsurface scattering and depth of field.
Previously, enabling any of these would turn transparent viewports
invisible.
2025-09-11 14:59:07 +02:00
e5ab5acd95
Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers.
2025-09-10 05:19:36 -05:00
0576b12699
Increase precision of SpotLight attenuation calculation to avoid driver bug on Intel devices
2025-09-09 13:18:55 -07:00
7b923609c2
Fix reflection probes not recreating downsampled textures when mode changes.
2025-09-08 15:54:37 -03:00
5f737952fd
ShaderCompiler: Optimize compilation error printing
2025-09-04 16:51:17 +08:00
8c4180adf4
Add GENERAL resource usage to the render graph. Fixes texture initialization in D3D12.
2025-09-02 15:18:47 -03:00
0f0bb7d225
Merge pull request #110025 from DarioSamo/fix-shader-debug-info-take-two
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Fix --generate-spirv-debug-info regression (alternate take)
2025-09-01 19:37:27 -07:00
60a7bed19c
Fix rounding error in clustered vertex light culling
2025-09-02 11:33:38 +10:00
b919b19f48
Merge pull request #110174 from clayjohn/RD-shader-cache
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Avoid attempting to load from shader cache when both the user-dir and res-dir are invalid
2025-09-01 19:09:55 -05:00
d90332aa0f
Avoid attempting to load from shader cache when both the user-dir and res-dir are invalid
2025-09-01 12:25:23 -07:00
f766e401db
[MSDF] Fix outline bleed out at small sizes.
2025-08-31 23:35:33 +03:00
e137c882c0
Disable smolv and change the shader hash when SPIR-V debug info is enabled.
2025-08-28 14:17:58 -03:00
b86d05e7f8
Merge pull request #109993 from bruvzg/upscale_gl_check
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Check renderer type when setting 3D upscaling mode.
2025-08-27 13:39:41 -05:00
adce527880
Check renderer type when setting 3D upscaling mode.
2025-08-27 07:48:55 +03:00
aa0c7bb840
Merge pull request #109970 from allenwp/add-debanding-smaa-before-spatial-upscaler
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Add debanding to SMAA and apply debanding before spatial upscalers.
2025-08-26 19:01:11 -05:00
27b0135264
Merge pull request #109995 from clayjohn/texture-error
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Handle the case where VRS is a two byte per pixel format when creating default VRS texture
2025-08-26 19:01:10 -05:00
b0d7a241b2
Handle the case where VRS is a two byte per pixel format when creating default VRS texture
2025-08-26 12:22:23 -07:00
4b84207d2f
Use vertex shader workaround for Mali GXX GPUs for glow shader
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We applied this same workaround to the tonemap shader and DoF, but didn't apply it to glow since the bug didn't manifest on our test devices.
2025-08-26 11:31:22 -07:00
5a3e69d16e
Add debanding to SMAA and apply debanding before spatial upscalers.
2025-08-25 16:55:36 -04:00
1d386b5f7d
Merge pull request #109882 from precup/shader-cache-return
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Treat missing variants as normal cache misses during shader cache lookup
2025-08-24 11:04:32 -05:00
90c9134875
Metal: Read gl_ViewIndex for multi-view subpasses
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This is necessary to ensure the SpvCapabilityMultiView is included in
the SPIR-V, informing downstream transpilers, like Metal, that it should
enable multi-view capabilities in the generated Metal shader source.
2025-08-23 09:12:17 +10:00
277693ba81
Treat missing variants as normal cache misses during shader cache lookup
2025-08-22 11:48:43 -07:00
c7a07610e9
Merge pull request #109591 from mihe/no-async-physics-while-processing
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Pause physics command queue during physics processing
2025-08-21 18:39:36 -05:00
4f393e0c3c
Merge pull request #109644 from RandomShaper/fix_dupe_tex2darr
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Fix material removal clearing all instances of shared texture arrays
2025-08-20 12:07:14 -05:00
6a3941b5d9
Fix MSDF outline size clamping.
2025-08-19 08:28:33 +03:00
919006eb35
Fix material removal clearing all instances of shared texture arrays
2025-08-18 12:21:15 +02:00
56e04635a7
Minor Optimization to Occlusion Culling
2025-08-14 20:00:58 +02:00
6f298b6642
Merge pull request #109548 from bruvzg/shader_x
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Improve shader overloaded function error reporting.
2025-08-14 09:28:01 -05:00
70979ae8bd
Pause physics command queue during physics processing
2025-08-14 15:54:59 +02:00
199161f023
Fix spotlight's shadow with volumetric fog
2025-08-13 09:28:06 +02:00
fb829bdd08
Fix mobile renderer motion vectors regression
2025-08-12 16:45:31 -05:00
c3cc1ba8e4
Improve shader overloaded function error reporting.
2025-08-12 16:58:43 +03:00
ca452113d4
Merge pull request #109437 from bruvzg/msdf_no_t
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Use MSDF instead of MTSDF for font rendering.
2025-08-11 09:55:28 -05:00
86e61a311f
Use MSDF instead of MTSDF for font rendering.
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Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com >
2025-08-09 10:41:16 +03:00
c8b5982d0f
Metal: Ensure correct output texture format selection
2025-08-08 12:50:16 +10:00
517b42e7dd
Add ubershader support to material and SDF variants in Forward+.
2025-08-07 14:40:14 -03:00
87bb5ab681
Merge pull request #108919 from KeyboardDanni/d3d12_init_shader_model_check
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D3D12: Fix shader model check, initialization error handling
2025-08-01 11:45:19 -05:00
5787f6fb6a
Merge pull request #108044 from apples/107935-stencil-fixes
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Fix opaque stencil rendering
2025-07-31 10:39:08 -05:00
fbe2710843
Add and enable default textures for other samplers
2025-07-31 00:08:43 +01:00
cfc58710b7
Merge pull request #108697 from clayjohn/pump-task
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Ensure that threads only process one pump task
2025-07-30 09:03:42 -05:00
782b9e328c
Ensure that threads only process one pump task.
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This is necessary because we will always deadlock if a thread takes on multiple pump tasks since pump tasks never return.
This means when using separate threads for certain systems (like physics or rendering), we need to be sure that there are enough threads to have at least one per system (to ensure forward progress).
2025-07-29 07:15:34 -07:00
bf6629a005
D3D12: Fix shader model check, initialization error handling
2025-07-28 20:35:45 -04:00