e329486ab7
Actual buildable 4.6.1 release
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2026-03-06 17:15:23 -05:00
725fcf0c22
Merge upstream Godot 4.6.1-stable
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2026-03-06 15:22:01 -05:00
Rémi Verschelde
2b8be909ed
Merge pull request #114645 from blueskythlikesclouds/fix-dxil-view-instancing-workaround
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Fix DXIL view instancing workaround not getting applied correctly.
2026-01-07 01:42:12 +01:00
Rémi Verschelde
4757542c31
Merge pull request #114146 from blueskythlikesclouds/d3d12-discard-state-fix
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Fix incorrect resource state when discarding MSAA textures in D3D12.
2026-01-06 10:59:49 +01:00
Rémi Verschelde
bc6f6a6358
Merge pull request #113842 from blueskythlikesclouds/rd-depth-clear-on-first-use
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Clear depth stencil textures on first use if the RDD requires it.
2026-01-06 10:59:42 +01:00
Skyth
33475724e5
Fix DXIL view instancing workaround not getting applied correctly.
2026-01-06 12:39:35 +03:00
Skyth
e631fce422
Remove amplification & mesh shader deny flags on D3D12.
2026-01-05 11:16:20 +03:00
Skyth
4f7146f59b
Fix incorrect resource state when discarding MSAA textures in D3D12.
2025-12-18 14:07:14 +03:00
Pāvels Nadtočajevs
2c68c80b19
Add Mesa version check.
2025-12-18 11:31:52 +02:00
Skyth
83af078761
Clear depth stencil textures on first use if the RDD requires it.
2025-12-15 18:34:43 +03:00
Skyth
5c69e70f16
Fix D3D12 device not getting created with Agility SDK.
2025-12-15 18:32:08 +03:00
Thaddeus Crews
a6f313c755
Merge pull request #113618 from blueskythlikesclouds/spirv-to-dxil-memory-alloc-opt
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Update Mesa NIR to 25.3.1 + Make each SPIR-V -> DXIL conversion thread allocate from its own heap
2025-12-12 14:15:09 -06:00
Skyth
62335d1ac7
Make each SPIR-V -> DXIL conversion thread allocate from its own heap.
2025-12-12 17:05:39 +03:00
Skyth
d28758e166
Fix SYNC_ALL bit getting masked out on D3D12.
2025-12-11 17:04:07 +03:00
Rémi Verschelde
4b448fdd19
Merge pull request #113585 from brycehutchings/fix_d3d12_array_multisample
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Fix bad D3D12 SRV breaking MSAA with OpenXR
2025-12-05 09:38:38 +01:00
Bryce Hutchings
ed4bc24f9b
Fix bad D3D12 SRV breaking MSAA with OpenXR
2025-12-04 12:00:13 -08:00
Skyth
a8d3ecec13
Refactor descriptor heaps in D3D12 driver.
2025-12-03 11:02:41 +03:00
Thaddeus Crews
0289309270
Merge pull request #112191 from blueskythlikesclouds/point-size-emulation-forward-shader
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Implement point size emulation in the forward shader for D3D12.
2025-12-02 11:52:08 -06:00
Thaddeus Crews
b93d82a2b3
SCons: Cleanup hardcoded D3D12 driver workarounds
2025-12-02 10:56:50 -06:00
Skyth
ba556ebe03
Implement point size emulation in the forward shader for D3D12.
2025-12-02 17:36:31 +03:00
Rémi Verschelde
2e4d5c261f
Merge pull request #113277 from blueskythlikesclouds/d3d12-framebuffer-clear-fix
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Fix framebuffers getting cleared multiple times on D3D12.
2025-12-02 14:16:50 +01:00
Archie Healy
31b18a2d6c
D3D12: Convert non-critical startup warnings to verbose prints
2025-12-01 11:18:09 +01:00
Skyth
3e997f5edb
Fix framebuffers getting cleared multiple times on D3D12.
2025-11-28 15:59:14 +03:00
Skyth
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
Dario
d17ea061bc
Move D3D12's automatic texture clears to RenderingDevice.
2025-11-25 09:34:38 -03:00
Skyth
ec7de6b82b
Fix all D3D12 object memory leaks.
2025-11-24 16:45:47 +03:00
Thaddeus Crews
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
Thaddeus Crews
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
Bryce Hutchings
17703ab0fb
Fix corruption of cpu descriptor heap free blocks
2025-11-20 15:51:12 -08:00
Skyth
2331470128
Check for Typed UAV Load Additional Formats capability when creating D3D12 device.
2025-11-20 19:26:00 +03:00
Skyth
92d3fc302a
Fix buffer creation on old D3D12 runtimes.
2025-11-18 15:33:30 +03:00
Stuart Carnie
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
Pāvels Nadtočajevs
4dfd4ed6e7
[D3D12] Fallback to HWND if DComp init failed.
2025-11-07 08:46:26 +02:00
Thaddeus Crews
f3c30408d4
Merge pull request #112344 from blueskythlikesclouds/d3d12-transparent-background-fix
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Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-04 16:32:48 -06:00
Skyth
4cc5177f6b
Create HWND swap chain when window transparency is disabled on D3D12.
2025-11-03 17:36:55 +03:00
Skyth
8895dfa56c
Greatly reduce shader conversion time & fix spec constant bitmasking on D3D12.
2025-11-03 12:14:57 +03:00
Skyth
d4aa3e322d
Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA.
2025-10-29 15:02:45 +03:00
Thaddeus Crews
093f176362
Merge pull request #111988 from blueskythlikesclouds/d3d12-resolve-barrier-fix
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Insert barriers between subpasses when using enhanced barriers on D3D12.
2025-10-28 12:19:30 -05:00
Skyth
13ada4a565
Insert barriers between subpasses when using enhanced barriers on D3D12.
2025-10-28 10:59:41 +03:00
Stuart Carnie
97c17aedc7
Metal: Stable argument buffers; GPU rendering crashes; visionOS exports
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Supersedes #110683
2025-10-28 08:45:26 +11:00
Stuart Carnie
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
Thaddeus Crews
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
Stuart Carnie
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
Bryce Hutchings
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
Thaddeus Crews
599fd7344a
Merge pull request #111356 from blueskythlikesclouds/d3d12-spec-constant-patch-fix
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Fix specialization constant patching on D3D12.
2025-10-13 12:30:15 -05:00
Thaddeus Crews
1cf0bc2c6c
Merge pull request #111321 from blueskythlikesclouds/d3d12-region-fix
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Fix D3D12 not checking for fullscreen clear region correctly.
2025-10-08 13:56:40 -05:00
Skyth
36b7e77f03
Fix specialization constant patching on D3D12.
2025-10-08 09:37:35 +03:00
Thaddeus Crews
b17aa3343a
Revert "SCons: Add CPPEXTPATH for external includes"
2025-10-06 13:09:22 -05:00
Thaddeus Crews
d1d28c0bcf
Merge pull request #111223 from Ivorforce/remove-iterator-include
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Replace `std::size` usage with `std_size` to avoid `<iterator>` include.
2025-10-06 09:06:49 -05:00
Skyth
b568b06970
Fix D3D12 not checking for fullscreen clear region correctly.
2025-10-06 16:56:05 +03:00