Commit Graph

4691 Commits

Author SHA1 Message Date
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
2e2059a7f8 Merge pull request #112404 from AllenDang/master
Fix CoreAudio driver crash when starting input with uninitialized device
2025-11-05 11:48:04 -06:00
613c9fb86f Improve rendering driver fallback on Windows. 2025-11-05 17:49:43 +03:00
80c2d6c439 Fix CoreAudio driver crash when starting input with uninitialized device
Initialize input device if null before starting audio input to prevent
crashes when input_unit is not yet initialized.
2025-11-05 16:46:40 +08:00
f3c30408d4 Merge pull request #112344 from blueskythlikesclouds/d3d12-transparent-background-fix
Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-04 16:32:48 -06:00
4cc5177f6b Create HWND swap chain when window transparency is disabled on D3D12. 2025-11-03 17:36:55 +03:00
8895dfa56c Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12. 2025-11-03 12:14:57 +03:00
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
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
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
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
ca0eb5da24 OpenXR: Fix resizing viewports used by OpenXRCompositionLayer 2025-10-30 17:40:52 -05:00
9b0620bf5f Merge pull request #112185 from bruvzg/pre26_mac
[macOS/iOS] Fix build with Xcode older than 26.
2025-10-30 10:45:59 -05:00
e72374a5da [macOS/iOS] Fix build with Xcode older than 26. 2025-10-30 07:59:16 +02:00
d4aa3e322d Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA. 2025-10-29 15:02:45 +03:00
ed751529bc Merge pull request #112094 from mihe/apple-stack-size
Increase stack size for all secondary threads on Apple platforms
2025-10-28 12:19:36 -05:00
093f176362 Merge pull request #111988 from blueskythlikesclouds/d3d12-resolve-barrier-fix
Insert barriers between subpasses when using enhanced barriers on D3D12.
2025-10-28 12:19:30 -05:00
13ada4a565 Insert barriers between subpasses when using enhanced barriers on D3D12. 2025-10-28 10:59:41 +03:00
97c17aedc7 Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
Supersedes #110683
2025-10-28 08:45:26 +11:00
31ee691fbf Implemented a very simple SSAO in GLES3. 2025-10-27 06:02:04 -07:00
b320a6569e Increase stack size for all secondary threads on Apple platforms 2025-10-27 12:49:35 +01:00
edbfb7a6ec Merge pull request #111183 from stuartcarnie/matias-uma-pc-pr
Add Persistent Buffers utilizing UMA
2025-10-24 11:23:11 -05:00
9d2b619f51 Merge pull request #108737 from bruvzg/adb_scrcpy
[Android] Add export option to use "scrcpy" to run project from editor.
2025-10-24 11:23:03 -05:00
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
542d805508 Compatibility: Set GL_TEXTURE_MAX_LEVEL to the number of mipmaps 2025-10-23 18:46:47 +02:00
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
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
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
84d516fc91 Merge pull request #111834 from clayjohn/OBS-bug
Use `GL_FRAMEBUFFER` instead of `GL_DRAW_FRAMEBUFFER` when doing final blit to the screen framebuffer to work around OBS bug
2025-10-21 19:09:31 -05:00
b6b3e1ef9e Add Stretch Modes for Splash Screen
Co-authored-by: Samuel Pedrajas <samuelpedrajaspz@gmail.com>
2025-10-21 18:20:44 -04:00
da3bdacf64 Merge pull request #111210 from blueskythlikesclouds/ssr-overhaul
Overhaul screen space reflections.
2025-10-21 15:11:08 -05:00
c128886c63 Overhaul screen space reflections. 2025-10-21 19:23:38 +03:00
1580e1069d Merge pull request #111691 from adamscott/fix-macos-microphone
[macOS] Fix microphone issue
2025-10-21 10:27:05 -05:00
7bde47e433 Use GL_FRAMEBUFFER instead of GL_DRAW_FRAMEBUFFER when doing final blit to the screen framebuffer to work around OBS bug 2025-10-19 19:25:28 -07:00
b20466d12f Add all PowerVR devices to the ban list for disabling the transform feedback shader cache 2025-10-18 10:28:25 -07:00
2edad6860a Merge pull request #111658 from brycehutchings/bryceh_d3d12_native_handle_fixes
Fix D3D12 rendering device driver returning pointers to internal types for get_resource_native_handle instead of proper D3D12 primitives
2025-10-16 12:48:04 -05:00
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
b4f9060db6 [macOS] Fix microphone issue 2025-10-15 15:37:48 -04:00
1f7e7de82b Fix D3D12 driver returning internal types to RenderingDevice's texture_get_native_handle/get_driver_resource 2025-10-15 10:35:38 -07:00
36b92128b1 Merge pull request #110671 from allenwp/environment-glow-consistent
Blend glow before tonemapping and change default to screen.
2025-10-14 21:29:43 -07:00
f7263b9517 [Android] Add export option to use "scrcpy" to run project from editor. 2025-10-14 15:12:48 +03:00
599fd7344a Merge pull request #111356 from blueskythlikesclouds/d3d12-spec-constant-patch-fix
Fix specialization constant patching on D3D12.
2025-10-13 12:30:15 -05:00
cafc012b05 Blend Environment glow before tonemapping and change default blend mode to screen.
Additionally, change the minimum `tonemap_white` parameter to `1.0`; users can increase `tonemap_exposure` for a similar effect to decreasing `tonemap_white` below `1.0`.

Co-authored-by: Hei <40064911+Lielay9@users.noreply.github.com>
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-10-10 12:08:08 -04:00
3a003b2d96 Ensure uv2_attrib(_input) is available when rendering lightmap. 2025-10-10 14:17:34 +11:00
bd9d1bf070 Add material debanding for use in Mobile rendering method.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2025-10-08 16:22:41 -04:00
1cf0bc2c6c Merge pull request #111321 from blueskythlikesclouds/d3d12-region-fix
Fix D3D12 not checking for fullscreen clear region correctly.
2025-10-08 13:56:40 -05:00
36b7e77f03 Fix specialization constant patching on D3D12. 2025-10-08 09:37:35 +03:00
f2d0ea6d40 Ensure reflection atlas is valid before rendering 2025-10-07 22:05:22 -07:00
ef853bbc06 Merge pull request #111347 from Ivorforce/no-algorithm
Add `max()` to `Span`, replacing `<algorithm>` include from `rendering_device_commons.h`
2025-10-07 17:15:09 -05:00
1fa332cad4 Add max() to Span.
Remove `<algorithm>` include from `rendering_device_commons.h`, using `Span` instead.
2025-10-07 22:26:32 +02:00