Commit Graph

145 Commits

Author SHA1 Message Date
Thaddeus Crews b7eb57977a Merge pull request #119451 from bruvzg/mt_rset_a6
[Metal] Restrict residency set support to Apple6+ GPUs.
2026-06-08 09:12:02 -05:00
Skyth c6987624ef Disable ubershaders on problematic Adreno compiler versions. 2026-05-21 22:13:32 +03:00
Pāvels Nadtočajevs e9be326dea [Metal] Restrict residency set support to Apple6+ GPUs. 2026-05-14 08:11:13 +03:00
Thaddeus Crews ea1fb9095e Merge pull request #118541 from stuartcarnie/metal_shader_baking_fixes
Metal: Reduce warnings and prevent incompatible library code when baking shaders
2026-05-11 17:11:36 -05:00
ArchercatNEO 3f29efc8a2 HDR: Implement surface supports HDR output.
Previously the Wayland display server would attempt to enable
HDR output and try to detect if it failed afterwards which had some issues.
Now we can query the rendering driver for support and avoid ever enabling
HDR output when this would fail.
2026-05-06 19:51:54 +01:00
Rémi Verschelde 9fc8f0e0cf Merge pull request #118510 from bruvzg/mac_vm_metal
[macOS] Fix Metal crash in VM.
2026-04-15 12:41:07 +02:00
Stuart Carnie 82f2fa1180 Metal: Reduce warnings and prevent incompatible library code when baking
- Remove compiler warnings whilst baking Metal source to binary
  libraries, so true errors are easier to spot. Speeds up compilation,
  with reduced STDOUT.
- Prevent invalid Metal libraries when baking to older target OSs,
  which earlier MSL language support. In these cases, SPIRV-Cross
  generates emulated atomic code via buffers (rather than images), that
  isn't supported by Godot's Metal driver. These shaders are marked with
  a new INVALID flag that triggers a recompilation on the device, by
  signaling that the cache is invalid.
2026-04-15 18:47:15 +10:00
Antonio Caggiano 24f9ac81ba raytracing: Fix shader binding table record alignment
Raytracing shader binding table records are addressed through Vulkan
alignment rules that distinguish between the raw shader group handle size,
the per-record handle alignment, and the base alignment required for SBT
region addresses.

The previous layout treated the shader group handle size as the record
stride everywhere. This worked only on devices where the handle size
already satisfied all relevant alignment requirements. It broke down once
multiple ray generation shaders were placed in the same SBT: selecting a
non-zero raygen index advanced the raygen region address by the raw handle
size, which could produce an address that was not aligned to the required
shader group base alignment.

Separate the SBT layout into the appropriate strides:

- ray generation records use a base-aligned stride, since selecting a
  raygen shader changes the SBT region start address for the dispatch.
- miss and hit records use the handle-aligned shader group stride, since
  their regions start at a base-aligned address and individual records are
  selected through the region stride.

This keeps the CPU-side SBT population and the dispatch-time SBT regions
using the same layout, so shader group handles are written to the same
aligned slots that Vulkan later addresses.
2026-04-13 23:24:17 +02:00
Pāvels Nadtočajevs ef7d5650fd [macOS] Fix Metal crash in VM. 2026-04-13 11:14:10 +03:00
Skyth 83d2b84a51 Refactor raytracing pipelines. 2026-04-10 14:21:02 +03:00
Thaddeus Crews cd32d9949f Merge pull request #118083 from allenwp/hdr-macos-vulkan
Add HDR output support to Vulkan on macOS.
2026-04-07 06:44:43 -05:00
Allen Pestaluky 0810756a9f Add HDR output support to Vulkan on macOS.
Co-authored-by: Josh Jones <kilauea.jones@gmail.com>
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2026-04-06 11:11:18 -04:00
Skyth e16a299a86 Raytracing API adjustments. 2026-04-03 18:06:34 +03:00
Thaddeus Crews 7351e6909b Merge pull request #116962 from blueskythlikesclouds/blas-create-api-change
Refactor `blas_create` to accept multiple geometries.
2026-04-02 12:33:23 -05:00
Pāvels Nadtočajevs c9c58020d8 Fix Metal driver build with Xcode 26.4. 2026-03-25 12:56:24 +02:00
Stuart Carnie 541742e43a Metal: Fix crash accessing NULL PixelFormats
Closes #117693
2026-03-23 10:56:04 +11:00
Rémi Verschelde 4336184ea4 Style: Tweak ordering of thirdparty includes with angle brackets 2026-03-18 10:41:59 +01:00
Rémi Verschelde 98868393cc Style: Enforce #include validation hook 2026-03-18 10:41:59 +01:00
Rémi Verschelde e33e98a26f Style: Apply clang-format grouping rules 2026-03-17 20:11:01 +01:00
Rémi Verschelde 7795057e4b Misc includes or modernize fixes found via clangd-tidy 2026-03-16 21:38:26 +01:00
Skyth 1b7fcc3993 Refactor blas_create to accept multiple geometries. 2026-03-11 15:19:56 +03:00
Stuart Carnie 06844bc55e Metal: Fix offscreen rendering in context driver.
Introduced by #106814
2026-03-08 07:26:35 +11:00
Rémi Verschelde 765362b033 Explicitly include core/config/engine.h where used 2026-03-04 10:17:10 +01:00
Rémi Verschelde 8c0f175c94 Decouple RenderingServer from as much of the codebase as possible
Notably decouples it from:
- AccessibilityServer
- DisplayServer
- Viewport
- Window
2026-03-03 12:48:07 +01:00
Rémi Verschelde a447ac95ec Move DisplayServer enums and typedefs to DisplayServerEnums
This will allow decoupling `display_server.h` from a number of headers in the
codebase which only require those enums and not all the DisplayServer API.
2026-03-03 12:44:02 +01:00
Rémi Verschelde f1ce0e6510 Merge pull request #106814 from stuartcarnie/rendering/hdr-output
Apple: Support output to EDR (HDR) displays
2026-03-02 12:35:22 +01:00
StarryWorm 357fa00a4a rm class_db.h from resource.h 2026-02-27 19:08:29 -05:00
Stuart Carnie d5504ffc69 feat: Add EDR support to Metal and all Apple platforms 2026-02-27 05:23:56 +11:00
Stuart Carnie 8f7f7b2703 Metal: Various fixes
- Handle border colour availability check with fallback
- Update patch for metal-cpp to add APIs used by Godot
- Fix segfault when freeing MDImmediateLibrary shaders that are still
  in flight
- Change MTL::Texture::allocatedBytes call to safe, for visionOS
2026-02-17 06:15:48 +11:00
Thaddeus Crews 2d5b30c476 Merge pull request #115963 from blueskythlikesclouds/reduce-includes-to-rd
Reduce includes to rendering device.
2026-02-12 08:19:16 -06:00
Josh Jones b8389cc76b Support output to HDR monitors
Co-authored-by: Alvin Wong <alvinhochun@gmail.com>
Co-authored-by: Allen Pestaluky <allenpestaluky@gmail.com>
2026-02-11 22:13:26 -07:00
Skyth 8fbf2f1e14 Reduce includes to rendering device.
Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
2026-02-10 16:58:50 +03:00
Stuart Carnie b815c88dec Metal: Refactor for future Metal 4, switch to C++; fix dynamic uniforms 2026-02-06 07:07:10 +11:00
Thaddeus Crews 79eb6694a1 Merge pull request #112381 from Ivorforce/no-right-align
Don't right-align escaped newlines (e.g. for `#define`)
2026-02-05 09:18:36 -06:00
Lukas Tenbrink c5df0cb82b Don't right-align escaped newlines, e.g. for #define. This has previously led to long diffs in the commit history. 2026-02-04 19:31:28 +01:00
Rémi Verschelde d2ed1773fc Vulkan: Update all components to Vulkan SDK 1.4.335.0
VulkanMemoryAllocator not updated as it's not versioned together with the SDK, and it
often requires more work.

SPIRV-Reflect: Fix reflection code and remove Godot's SC parsing patch.

Co-authored-by: Dario <dariosamo@gmail.com>
2026-02-04 11:22:17 +01:00
Thaddeus Crews 04a2ae7ed4 Merge pull request #99119 from Fahien/fahien/raytracing-base
Vulkan raytracing plumbing
2026-01-27 15:18:24 -06:00
Antonio Caggiano 27e4f24800 raytracing: Initial Vulkan support
- Vulkan implementations in `RenderingDeviceDriverVulkan`.
- Raytracing instruction list in `RenderingDeviceGraph`.
- Functions to create acceleration structures and raytracing pipelines
  in `RenderingDevice`.
- Raygen, Miss, and ClosestHit shader stages support.
- GDScript bindings.
- Update classes documentation.
- Unimplemented placeholders for Metal and D3D12.
- Build acceleration structure command.
- Expose a shader preprocessor define.
- Align build scratch address.
- Create STB after creating the pipeline.
- Separate acceleration structure barriers.
- Use transforms in TLAS instances.
- AnyHit and Intersection stages.
- Optionally set acceleration structure build input buffer usage.
- Introduce instances buffer.
- Move scratch buffers to RenderingDevice.
- Rename AccelerationStructureGeometryBits.
- Use regular buffer creation and free routines for scratch buffer.
- Store trackers in acceleration structures.
- Bump Shader SPIR-V version to 1.4
- Add Position attribute location in blas_create.
- Encapsulate MoltenVK check in preprocessor macro.
- Split SUPPORTS_RAYTRACING for pipeline and query.
2026-01-27 16:17:45 +01:00
Stuart Carnie 541f62617f Metal: Fix dynamic uniform buffer offset corruption when rebinding sets
When the same uniform set is bound multiple times within a render pass
(e.g., OPAQUE pass then ALPHA pass with different instance buffers),
the dynamic offset bits were being OR'd together, corrupting the packed
frame indices.

For example, if OPAQUE binds set 1 with frame_idx=1 (0x10) and ALPHA
binds set 1 with frame_idx=2 (0x20), the OR produces 0x30 instead of
the correct 0x20, causing the shader to read from the wrong buffer
offset.

This fix clears the relevant bits for each set being bound before
OR'ing the new values, ensuring only the latest frame indices are used.

Fixes rendering artifacts in the mobile renderer which uses two dynamic
uniforms (uniform buffer + storage buffer) in set 1, unlike the clustered
renderer which only has one.
2026-01-09 16:34:24 +11:00
Skyth 83af078761 Clear depth stencil textures on first use if the RDD requires it. 2025-12-15 18:34:43 +03:00
Thaddeus Crews 63e14e13f9 Merge pull request #111767 from Repiteo/scons/libcpp-transitive
SCons: Remove transitive includes in `libc++`
2025-12-03 21:02:01 -06:00
Thaddeus Crews 666bcb2056 Merge pull request #111452 from DarioSamo/re-spirv
Use re-spirv in the Vulkan driver to optimize shaders.
2025-12-02 11:52:10 -06:00
Dario cf00643565 Use re-spirv in the Vulkan driver to optimize shaders.
Includes contributions by Rémi to unify usage of SPIR-V Headers across the dependencies.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2025-12-02 11:39:11 -03:00
Skyth ba556ebe03 Implement point size emulation in the forward shader for D3D12. 2025-12-02 17:36:31 +03:00
Skyth 56db3aed47 Refactor rendering driver copy APIs to fix D3D12 issues.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
2025-11-26 12:00:02 +03:00
Thaddeus Crews ad02128137 SCons: Remove transitive includes in libc++ 2025-11-23 11:09:21 -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
Pāvels Nadtočajevs e72374a5da [macOS/iOS] Fix build with Xcode older than 26. 2025-10-30 07:59:16 +02:00
Stuart Carnie 97c17aedc7 Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
Supersedes #110683
2025-10-28 08:45:26 +11:00
Stuart Carnie 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