Commit Graph

437 Commits

Author SHA1 Message Date
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
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
f61ee7bdf6 Use half float precision buffer for 3D when HDR2D is enabled
This is necessary for Environment effects like Glow to work correctly.
2025-10-21 13:44:46 -07:00
c128886c63 Overhaul screen space reflections. 2025-10-21 19:23:38 +03:00
b49aea89d0 Organize render surface sorting key for optimizing API performance. 2025-10-15 11:35:02 -03:00
dae2122388 Fix wrong indexes for double precision 2025-10-09 22:01:41 +02:00
c7276273d8 Fix scene shader crash due to rename of view matrix and inverse view matrix 2025-10-07 13:36:23 -07:00
24ed12d4a3 Fix LightmapGI not being correctly applied to objects 2025-10-01 19:18:09 +02:00
2b7f39ea28 Merge pull request #110505 from Calinou/tweak-draw-command-labels
Tweak draw command label names for consistency
2025-09-30 20:10:37 -05:00
9fbf5808a0 Rename server "free" functions to "free_rid" to match exposed API 2025-09-30 16:52:25 -07:00
f9694033a5 Merge pull request #107923 from clayjohn/RD-mat3x4
Use Mat3x4 for model and view transforms to save bandwidth and ALUs
2025-09-30 18:34:59 -05:00
3997e77393 Merge pull request #111054 from Kaleb-Reid/fix-render-list
Sort render list correctly in RD renderers
2025-09-30 11:19:18 -05:00
21fd4faf1b Merge pull request #107469 from Ivorforce/vector-localvector-explicit-span-conversions
Remove implicit conversions between `LocalVector` and `Vector`
2025-09-30 11:19:17 -05:00
5021b3e6e5 Sort render list correctly in RD renderers 2025-09-29 17:22:26 -07:00
14b60f2264 Optimize vertex shader using mat3x4 to reduce bandwidth, load/store operations and ALUs 2025-09-26 23:20:08 -07:00
cede7c8aa7 Merge pull request #109401 from DarioSamo/ubershader-for-sdf-and-material
Add ubershader support to material and SDF variants in Forward+.
2025-09-22 21:01:00 -05:00
8c7c96e2c4 Merge pull request #108636 from clayjohn/MSAA-depth-mobile
Add depth resolve to the mobile renderer
2025-09-17 11:34:13 -05:00
abe3b481ae Make conversions from LocalVector to Vector explicit. 2025-09-16 21:41:28 +02:00
27a3f0eb8d Merge pull request #108206 from Calinou/transparent-viewport-no-ssr-sss-dof
Disable unsupported SSR, SSS, DoF on transparent viewports
2025-09-16 11:44:48 -05:00
204e310914 Tweak draw command label names for consistency
- 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
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
517b42e7dd Add ubershader support to material and SDF variants in Forward+. 2025-08-07 14:40:14 -03:00
5787f6fb6a Merge pull request #108044 from apples/107935-stencil-fixes
Fix opaque stencil rendering
2025-07-31 10:39:08 -05:00
a8efa55bed Add depth resolve to the mobile renderer 2025-07-16 20:37:39 -07:00
17b9469bac Never overwrite motion vectors in the transparent pass 2025-07-16 04:58:39 -07:00
62a5cd90a7 Fix opaque stencil rendering 2025-07-02 21:49:19 -05:00
8a2fd98004 Forward+: Fix builtins in light shader 2025-06-17 20:14:53 +08:00
0497ae9947 Merge pull request #80710 from apples/7174-apples-stencil
Add stencil support to spatial materials
2025-06-12 01:15:35 +02:00
d674c9e289 Add stencil support for spatial materials 2025-06-11 09:59:10 -05:00
46277836a6 Optimize Mobile renderer by using FP16 explicitly. 2025-06-09 14:39:35 -03:00
7574a5dbb3 Add depth function for spatial materials 2025-06-06 09:21:19 -05:00
5a30a7e7cd Add shader baker to project exporter.
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie.

Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
2025-05-27 12:45:27 -03:00
9a1def8da1 Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera)
Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.

Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects

Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
2025-05-21 10:16:05 -03:00
47971c0a27 Introduce 'visionos' platform derived from 'apple_embedded' 2025-05-19 15:47:01 -07:00
9828c365c3 Add support for bent normals for indirect lighting and specular occlusion 2025-05-12 12:52:04 +02:00
dda0562f2f Merge pull request #103934 from LiveTrower/dfg-lut
Forward+: Replace the current BRDF approximation with a DFG LUT and add multiscattering energy compensation
2025-05-09 11:29:16 -05:00
56730d0cb2 Add specular occlusion from ambient light
Co-authored-by: guerro323 <kaltobattle@gmail.com>
2025-05-08 23:52:01 +02:00
44408eabaa Replace BRDF approximation with a DFG LUT 2025-05-08 10:23:35 -06:00
07ef21c87a Avoid crash when allocating specular and normal-roughness buffers when render buffers aren't available 2025-05-04 13:54:11 -07:00
f8f350a32a Add GLOBAL_GET cached macros.
GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.

Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
2025-04-30 15:08:50 +01:00
a4a5f4ed01 allow moving meshes without motion vectors 2025-04-25 14:25:06 +02:00
f56a4d4fe4 Merge pull request #105138 from stuartcarnie/fix_hangs
Renderer: Reduce scope of mutex locks to prevent common deadlocks
2025-04-14 19:39:47 -05:00
09282c316a Renderer: Reduce scope of mutex locks to prevent common deadlocks
Fixes #102877
2025-04-13 06:56:13 +10:00
c7e9dc96a4 Rendering: Fix Math constant conversion 2025-04-11 12:33:57 -05:00
94282d88f9 Core: Use Math namespace for constants 2025-04-10 16:29:30 -05:00
06c71fbf40 Merge pull request #105175 from clayjohn/RD-pipeline-sss-roughness
Detect more pipeline settings at load time to avoid pipeline stutters
2025-04-10 11:10:22 -05:00
d534107926 Revert early version of PR #105175
This reverts commit 6225e25f4a.
2025-04-10 11:09:50 -05:00
665bdf4fe2 Merge pull request #105175 from clayjohn/RD-pipeline-sss-roughness
Detect more pipeline settings at load time to avoid pipeline stutters
2025-04-10 10:18:18 -05:00
bf47c42b21 Detect possible usage of SSS and screen textures at load time to allocate needed resources at load time.
This allows us to avoid a class of pipeline compilation stutters and
stutters from allocating screen textures.
2025-04-09 13:31:03 -07:00
6225e25f4a Detect possible usage of SSS and screen textures at load time to allocate needed resources at load time.
This allows us to avoid a class of pipeline compilation stutters and
stutters from allocating screen textures.
2025-04-09 13:15:40 -07:00