56db3aed47
Refactor rendering driver copy APIs to fix D3D12 issues.
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Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com >
2025-11-26 12:00:02 +03:00
d17ea061bc
Move D3D12's automatic texture clears to RenderingDevice.
2025-11-25 09:34:38 -03:00
ec7de6b82b
Fix all D3D12 object memory leaks.
2025-11-24 16:45:47 +03:00
ccf414ecb4
Merge pull request #112989 from blueskythlikesclouds/typed-uav-load-additional-check
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Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-21 14:46:53 -06:00
8480b62202
Merge pull request #113000 from brycehutchings/d3d12_descriptor_heap_pool_corruption_fix
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Fix corruption of D3D12 CPU descriptor heap free blocks
2025-11-21 14:46:47 -06:00
17703ab0fb
Fix corruption of cpu descriptor heap free blocks
2025-11-20 15:51:12 -08:00
2331470128
Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-20 19:26:00 +03:00
92d3fc302a
Fix buffer creation on old D3D12 runtimes.
2025-11-18 15:33:30 +03:00
90c0e6acca
2D: Switch to VBOs for instance data
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- 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
4dfd4ed6e7
[D3D12] Fallback to HWND if DComp init failed.
2025-11-07 08:46:26 +02:00
4cc5177f6b
Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-03 17:36:55 +03:00
d4aa3e322d
Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA.
2025-10-29 15:02:45 +03:00
13ada4a565
Insert barriers between subpasses when using enhanced barriers on D3D12.
2025-10-28 10:59:41 +03:00
230adb7511
Add Persistent Buffers
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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
2edad6860a
Merge pull request #111658 from brycehutchings/bryceh_d3d12_native_handle_fixes
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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
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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
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
b568b06970
Fix D3D12 not checking for fullscreen clear region correctly.
2025-10-06 16:56:05 +03:00
d1246b099e
Fix d3d12 stencil buffer not clearing
2025-09-29 13:16:29 +02:00
d8a909d99c
Merge pull request #110203 from DarioSamo/d3d12-clamp-mipmap
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Clamp minimum size of 3D texture view in D3D12.
2025-09-19 13:07:19 -05:00
aa294bb3c8
Merge pull request #110360 from zorbathut/pr/memorybarrierrename
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Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers.
2025-09-17 11:34:15 -05:00
e5ab5acd95
Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers.
2025-09-10 05:19:36 -05:00
f7fd65923a
Add descriptor heap pooling to D3D12.
2025-09-04 09:17:40 -03:00
1ce55b946c
Clamp minimum size of 3D texture view in D3D12.
2025-09-02 15:13:27 -03:00
3ff4e29657
Typo fix round 2
2025-08-20 04:24:06 -05:00
bc7e68dfd1
Typos
2025-08-19 18:32:59 -05:00
65b8210b9b
SCons: Revert Mesa includes to CPPPATH
2025-08-18 13:37:46 -05:00
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
bf6629a005
D3D12: Fix shader model check, initialization error handling
2025-07-28 20:35:45 -04:00
b962b38e74
Check for Vulkan Memory Model support and make it a variant.
2025-07-25 09:24:58 -03:00
5230f6c60c
Apple: Use image atomic operations on supported Apple hardware
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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com >
2025-07-05 05:59:00 +10:00
46277836a6
Optimize Mobile renderer by using FP16 explicitly.
2025-06-09 14:39:35 -03:00
f6f1df7d73
Add 64-bit versions of core power of 2 functions
2025-06-01 23:11:12 -07:00
5a30a7e7cd
Add shader baker to project exporter.
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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
7759296594
Direct3D 12: Let platforms report support for direct composition
2025-05-14 17:48:19 +02:00
6ae50cad17
RenderingDevice: introduce parameter 'mipmaps' for texture_create_from_extension()
2025-05-07 15:15:55 +03:00
ddd3ced72d
Fix error spam to due wrong use of reserve() in D3D12 driver.
2025-04-29 10:42:55 -03:00
e3c215fc13
Add support for Direct3D 12 OpenXR backend.
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This change adds support for running XR projects built with the `d3d12`
rendering backend. The XR backend hooks into the setup for the D3D12
render context in order to use the desired device and command queue for
submission to OpenXR. The XR backend takes care of importing the D3D12
swapchain images into the render context.
As part of this process, three issues are addressed:
- Ensuring that resource state transitions are only done on textures
that require them.
- Enabling view instancing in the PSOs for multiview render passes.
- Addressing a bug in the D3D12 runtime where PSO creation may fail
when front face detection is used.
Please refer to #86283 for additional discussions on the implementation
details.
2025-04-19 20:39:33 -07:00
0d267e7b1e
Core: Add dedicated BitField template
2025-04-11 11:53:26 -05:00
207a2b6472
Core: Integrate warning suppression macro helpers
2025-04-03 10:13:46 -05:00
f25fc34439
SCons: Add CPPEXTPATH for external includes
2025-04-02 07:29:08 -05:00
780cf03051
Merge pull request #104556 from Ivorforce/string-extend-instead-of-parse
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Use `append_` instead of `parse_` for `String` methods.
2025-03-29 10:16:33 -05:00
408d07109b
Merge pull request #99551 from DarioSamo/fragment-density-map
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Implement Fragment density map support.
2025-03-28 14:31:19 +01:00
ffa6ef220b
Use append_ instead of parse_ for String methods.
2025-03-27 17:51:02 +01:00
76d709be74
Implement support for fragment density maps.
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Co-Authored-By: Bastiaan Olij <mux213@gmail.com >
2025-03-24 11:50:04 -05:00
a23f630781
Remove String clipping constructors.
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Callers should instead call constructors with explicit encoding names, with known length `Span`.
2025-03-15 12:34:44 +01:00
4bafafaeb3
Merge pull request #102777 from darksylinc/matias-astc-hdr
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Add ASTC HDR format variants
2025-03-06 16:36:06 -06:00
338c12fc9a
Implement LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE to limit_get in all Rendering backends.
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Also add a more helpful warning that is only displayed in dev builds to
match the D3D12 backend
2025-03-03 21:43:12 -08:00
35100396e4
Validate varying count when compiling shaders
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This avoids crashing on devices when a number of varyings greater than the device limit is used.
For now this accurately prints an error when compiling the shader, but the error text only pops up in the editor if the number of user varyings is above the limit.
2025-02-13 15:07:15 -08:00
fcd785ace2
Add ASTC HDR format variants
2025-02-13 11:45:42 -03:00