Chaosus
f538376c3b
Add CLIP_SPACE_FAR
built-in to spatial shader
2024-08-27 08:48:46 +03:00
Rémi Verschelde
850067d686
Merge pull request #96089 from stuartcarnie/sgc/metal_tidy_up
...
Metal: Minor improvements to shader cache
2024-08-26 22:45:54 +02:00
Stuart Carnie
6de70e6b8a
Metal: Minor improvements to #96052 ; update logger subsystem name
2024-08-27 05:47:06 +10:00
BlueCube3310
e8b4568900
Compatibility: Fix crash when initializing certain compressed layered textures
2024-08-26 13:24:00 +02:00
Rémi Verschelde
28a72fa434
Merge pull request #95934 from bruvzg/win_ang_fb
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Enable fallback from ANGLE to native and improve ANGLE error messages.
2024-08-25 22:51:38 +02:00
Rémi Verschelde
5f7060c18a
Merge pull request #96052 from stuartcarnie/sgc/metal_shader_compilation
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Metal: Improve startup times by using concurrent shader compilation APIs
2024-08-25 22:24:24 +02:00
bruvzg
a07f92a81c
[Windows] Move __REQUIRED_RPCNDR_H_VERSION__ to the header.
2024-08-25 22:57:35 +03:00
bruvzg
f8a6c0e8ab
Enable fallback from ANGLE to native and improve ANGLE error messages.
2024-08-25 21:19:54 +03:00
Rémi Verschelde
68d188d521
Merge pull request #95888 from clayjohn/Lightmap-SH-coefficients
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Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
2024-08-25 20:18:18 +02:00
Matias N. Goldberg
59d0422dcd
Disable extra memory tracking by default
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PR #90993 added several debugging utilities.
Among them, advanced memory tracking through the use of custom
allocators and VK_EXT_device_memory_report.
However as issue #95967 reveals, it is dangerous to leave it on by
default because drivers (or even the Vulkan loader) can too easily
accidentally break custom allocators by allocating memory through std
malloc but then request us to deallocate it (or viceversa).
This PR fixes the following problems:
- Adds --extra-gpu-memory-tracking cmd line argument
- Adds missing enum entries to
RenderingContextDriverVulkan::VkTrackedObjectType
- Adds RenderingDevice::get_driver_and_device_memory_report
- GDScript users can easily check via print(
RenderingServer.get_rendering_device().get_driver_and_device_memory_report()
)
- Uses get_driver_and_device_memory_report on device lost for appending
further info.
Fixes #95967
2024-08-24 20:52:39 -03:00
Stuart Carnie
2ef1ef63a5
Metal: Improve startup times by using concurrent shader compilation APIs
2024-08-25 09:05:58 +10:00
Matias N. Goldberg
d26c2f86cc
Add VK_EXT_astc_decode_mode support
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The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
2024-08-24 17:58:12 -03:00
Rémi Verschelde
e3550cb20f
Merge pull request #95975 from darksylinc/matias-TheForge-hotfix
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Fix build error in arm32
2024-08-24 01:01:37 +02:00
Matias N. Goldberg
38ae58bda2
Fix build error in arm32
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Fixes #95973
2024-08-23 12:52:47 -03:00
Stuart Carnie
bbc7962fe2
Metal: fix artefacts for mobile render method and return false for multi-view support
2024-08-22 21:34:53 +10:00
Rémi Verschelde
568589c9d8
Merge pull request #90993 from darksylinc/matias-TheForge
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Add debug utilities for Vulkan
2024-08-22 00:38:22 +02:00
Rémi Verschelde
37ae2a2900
Merge pull request #95921 from akien-mga/scons-validate-opt-in-drivers
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SCons: Better validation for platform-specific opt-in drivers
2024-08-22 00:10:56 +02:00
Rémi Verschelde
39b77ea04e
Merge pull request #95790 from aaronfranke/rect-aabb-support
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Simplify Rect2/AABB `get_support` function
2024-08-22 00:10:39 +02:00
Matias N. Goldberg
364f916f3f
Add debug utilities for Vulkan
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Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
- Debug-only Breadcrumb info for debugging GPU crashes and device lost
- Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks
Functionality marked as "debug-only" is only available in debug or dev
builds.
Misc fixes:
- Early break optimization in RenderingDevice::uniform_set_create
============================
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
2024-08-21 23:48:08 +02:00
Rémi Verschelde
6e9bcc0f18
SCons: Better validation for platform-specific opt-in drivers
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This replaces cryptic compilation errors with a clear error message
and early build termination.
2024-08-21 22:53:34 +02:00
clayjohn
f4ccba7508
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
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Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
2024-08-21 10:24:32 -07:00
Stuart Carnie
2d0165574d
Add Metal support for macOS (arm64) and iOS
2024-08-20 12:11:06 +02:00
Stuart Carnie
41875d8aef
macOS/iOS: Fix various warnings when targeting newer SDKs
2024-08-20 11:55:21 +02:00
Rémi Verschelde
033054f182
Merge pull request #95838 from olawlor/vertex65536bugfix
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Fix GLES3 crash with Mesh surface with exactly 65536 vertices
2024-08-20 10:03:06 +02:00
Rémi Verschelde
6a9ecdcf0c
Merge pull request #91818 from rburing/fti_multimesh
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Physics interpolation: `MultiMesh`
2024-08-20 10:01:46 +02:00
Rémi Verschelde
8acd82f70e
Merge pull request #89919 from BlueCube3310/bicubic-lightmap
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Implement bicubic sampling for lightmaps
2024-08-20 10:01:41 +02:00
Rémi Verschelde
333f0f910f
Merge pull request #86000 from jsjtxietian/add-missing-model_normal_matrix
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Add `model_normal_matrix` for fragment shader
2024-08-20 10:01:36 +02:00
Orion Lawlor
bde165ccb3
Fix GLES3 crash with Mesh surface with exactly 65536 vertices
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Fixes #95837 .
2024-08-20 09:08:16 +02:00
Aaron Franke
7db24a9ad5
Simplify and fix Rect2/AABB get_support function
2024-08-19 23:55:31 -07:00
jsjtxietian
e698351db2
Add model_normal_matrix for fragment shader
2024-08-20 12:39:29 +08:00
Rémi Verschelde
6bf64027b7
Merge pull request #94785 from Chaosus/shader_fix_samplers_order
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Fix texture samplers to not being last in the property list
2024-08-19 16:05:21 +02:00
Rémi Verschelde
8b39d7f326
Merge pull request #95666 from kleonc/parallax2d_repeat_offsets_relative_to_source
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Fix `Parallax2D` repeats being not relative to its transform
2024-08-19 14:34:21 +02:00
Rémi Verschelde
c6400a8fe4
Merge pull request #95662 from clayjohn/GLES3-sky-fog
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Add fixed fog to the sky in the Compatibility renderer
2024-08-19 12:09:10 +02:00
Rémi Verschelde
824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
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Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
kleonc
1bd8372813
Fix Parallax2D repeats being not relative to its transform
2024-08-19 11:43:16 +02:00
BlueCube3310
ef9bb1a207
Implement support for bicubic lightmap filtering
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Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
Ricardo Buring
1728f80e7c
Fixed Timestep Interpolation: MultiMesh
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Adds fixed timestep interpolation to multimeshes.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-08-18 17:14:59 +02:00
clayjohn
578049b7b9
Add fixed fog to the sky in the Compatibility renderer
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And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
Rémi Verschelde
851d0a764d
Merge pull request #95536 from jsjtxietian/rename-alpha-scissor
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Fix undefined `alpha_scissor` in standard shader
2024-08-16 14:35:38 +02:00
Rémi Verschelde
a298512bc4
Merge pull request #95452 from clayjohn/GLES3-skeleton
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Increase precision of skeleton transforms in the skeleton shader in the Compatibility renderer
2024-08-16 10:36:16 +02:00
Rémi Verschelde
ae9fb96a36
Merge pull request #95433 from dsnopek/openxr-composition-layers-srgb
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OpenGL: Unconditionally do `glDisable(GL_FRAMEBUFFER_SRGB)` because we do our own sRGB conversion
2024-08-16 10:35:56 +02:00
Rémi Verschelde
a8bbb09bd5
Merge pull request #95143 from TV4Fun/fix_non_windows_library_load
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Fix reload of GDExtension libraries in framework package on macOS
2024-08-16 10:35:19 +02:00
Rémi Verschelde
074d8b0938
Merge pull request #94835 from MileyHollenberg/bugfix-powervr-gpu-crash
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Fix crash on powerVR GPUs when a cached shader wasn't loaded in properly
2024-08-16 10:34:55 +02:00
Rémi Verschelde
1fea6ed01c
Merge pull request #94733 from RandomShaper/d3d12_tex_barr_fast
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D3D12: Be explicit about all-resources texture barriers
2024-08-16 10:34:49 +02:00
Rémi Verschelde
cddf321d30
Merge pull request #94731 from RandomShaper/d3d12_no_null_barr_grps
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D3D12: Avoid validation warnings about zero-sized barrier groups
2024-08-16 10:34:42 +02:00
jsjtxietian
970a237c20
Fix undefined alpha_scissor
in standard shader
2024-08-15 11:44:11 +08:00
clayjohn
1bf594fb5a
Increase precision of skeleton transforms in the skeleton shader in the Compatibility renderer
2024-08-12 16:12:04 -07:00
David Snopek
dfcff4ef46
OpenGL: Unconditionally do glDisable(GL_FRAMEBUFFER_SRGB)
because we do our own sRGB conversion
2024-08-12 12:40:38 -05:00
Joel Croteau
f44d6a235f
Fix reload of GDExtension libraries in framework package on macos
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`GDExtension::open_library` has a check in it to see if the library was loaded
from a temp file, and if it was to restore the original name as that is the one
we actually care about. This check is breaking extension reloading on Mac when
the library path is to a framework folder, as the file inside the framework
will not generally be the same name as the folder.
This check also shouldn't be necessary even on Windows, which is the only
platform that uses `generate_temp_files`, since disposal of the created temp
file is handled within `OS_Windows::open_dynamic_library`, and
`GDExtension::open_library` (which is the only function to call
`open_dynamic_library` with a `p_data` argument) only cares about the original
library file path and has to do extra work to remove the name of the temp file.
Instead, I have removed that check and set `OS_Windows::open_dynamic_library`
to return the name of the original file and not the name of the copy.
This fixes GDExtension reloading on macOS. I do not have a Windows machine
available to test that it still works properly on Windows, so someone should
check that before merging this.
2024-08-08 08:31:49 -06:00
Rémi Verschelde
32eb97fd2a
Merge pull request #95074 from RandomShaper/d3d12_exit_crash
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D3D12: Avoid crash on exit
2024-08-08 10:16:24 +02:00
Pedro J. Estébanez
33bd994087
D3D12: Avoid crash on exit
2024-08-02 18:18:10 +02:00
Pedro J. Estébanez
8cf2903c7f
D3D12: Avoid cases of redundant render target clears
2024-08-02 14:26:17 +02:00
Miley Hollenberg
1c31e30359
Fixed crash on PowerVR GE8320 GPUs
2024-07-30 08:43:04 +02:00
Yuri Rubinsky
e41048e16e
Fix texture samplers to not being last in the property list
2024-07-29 09:19:09 +03:00
Bastiaan Olij
1eb0039b6e
Fix regression around OpenGL swapchain optimisation for OpenXR
2024-07-29 12:46:58 +10:00
Pedro J. Estébanez
3260437afc
D3D12: Be explicit about all-resources texture barriers
2024-07-25 15:06:42 +02:00
Dario
bb0a8e56e1
D3D12: Avoid validation warnings about zero-sized barrier groups
2024-07-25 11:47:34 +02:00
clayjohn
7eac9e855b
Remove linearization of canvas modulate in GLES3 backend
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The GLES3 renderer is always in sRGB space, even when using an HDR format
2024-07-24 10:27:25 -07:00
Feiyue Zhang
6f30df4b6a
Linearize color if HDR 2D is on
2024-07-24 09:49:50 +02:00
Rémi Verschelde
ad1955a63d
Merge pull request #94628 from Chaosus/rendering_fix_crash
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Fix crash when assigning more textures than expected to texture array
2024-07-23 13:08:18 +02:00
Rémi Verschelde
6a79d848a8
Merge pull request #94564 from rothej/fix-94183
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Fix FOG shader issue in Compatibility mode
2024-07-23 13:08:12 +02:00
Joshua Rothe
d751545391
Fix FOG shader issue in Compatibility mode
2024-07-23 11:25:10 +02:00
cosformula
fa8b4d84fb
GLES3: Fix directional shadow on Metal ANGLE
2024-07-23 11:24:13 +02:00
Yuri Rubinsky
574e61a542
Fix crash when assigning more textures than expected to texture array
2024-07-22 20:51:11 +03:00
Rémi Verschelde
6621d8e8cc
Merge pull request #93931 from /fix-compatibility-depth_prepass_alpha
2024-07-20 16:07:30 +02:00
Hugo Locurcio
0445ccf428
Fix Image CowData crash when baking large lightmaps
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This switches to 64-bit integers in select locations of the Image
class, so that image resolutions of 16384×16384 (used by
lightmap texture arrays) can be used properly. Values that are larger
should also work.
VRAM compression is also supported, although most VRAM-compressed
formats are limited to individual slices of 16384×16384. WebP
is limited to 16383×16383 due to format limitations.
2024-07-19 16:04:30 +02:00
Rémi Verschelde
de27d3a7fc
Merge pull request #94233 from ChristopheClaustre/screenshot_compat_broken_with_hdr
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Fix black `get_texture()` on viewport in compatibility mode with HDR enabled
2024-07-18 10:45:30 +02:00
Rémi Verschelde
590628feda
Merge pull request #86516 from jsjtxietian/fix-camera-direction
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Fix incorrect `CAMERA_DIRECTION_WORLD` calculation
2024-07-18 10:45:20 +02:00
Rémi Verschelde
ffd6162c76
Merge pull request #94267 from RandomShaper/d3d12_db
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D3D12: Avoid enabling depth bounds test if unsupported
2024-07-17 11:43:39 +02:00
Pedro J. Estébanez
a8adb2bbc3
D3D12: Avoid enabling depth bounds test if unsupported
2024-07-15 09:49:34 +02:00
Rémi Verschelde
1aa1a1879d
Merge pull request #94203 from RandomShaper/bye_bye_dxil_dll
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D3D12: Get rid of `DXIL.dll`!
2024-07-11 23:16:59 +02:00
ChristopheClaustre
626106da00
gl_type_cache is used mainly for texture to image conversion need to be adjusted for when HDR format is activated
2024-07-11 21:47:18 +02:00
Pedro J. Estébanez
ee2c1584e4
D3D12: Get rid of DXIL.dll!
2024-07-11 17:56:45 +02:00
Rémi Verschelde
247a481001
Fix a couple GCC 14 -Wmaybe-uninitialized
warnings
2024-07-09 16:12:22 +02:00
clayjohn
5b213dcd26
Use GL_COLOR_ATTACHMENT in depth prepass when using Multiview.
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I am certain this is a driver bug. But on some devices when no draw buffer is specified, the depth operations fail when there is no color buffer.
2024-07-08 12:52:20 -07:00
GuoShuangyi
af62d15ebc
fix depth_prepass_alpha not work in compatibility mode
2024-07-04 17:38:14 +08:00
Rémi Verschelde
643da5dfad
Merge pull request #93331 from dsnopek/macos-fix-use-volk
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Fix building with `use_volk=yes` on MacOS
2024-07-04 11:31:51 +02:00
Pedro J. Estébanez
207f523441
D3D12: Use the right state for resources in certain heap types
2024-07-01 08:06:26 +02:00
clayjohn
27b040dc61
Remove warning when project setting requests a larger global shader uniform buffer than the hardware supports.
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Instead provide a better error message when the limit is exceeded and avoid crash with a small limit.
2024-06-28 10:38:18 +02:00
Ibrahn Sahir
607c5ec49f
Move MIDI parsing up from ALSA driver to platform independent driver.
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Aims for more consistent MIDI support across Windows, MacOS, Linux and
to provide a base for adding MIDI drivers for other platforms.
Reworks the MIDIDriverALSAMidi MIDI parsing implementation as a platform
independent version in MIDIDriver::Parser.
Uses MIDIDriver::Parser to provide running status support in MacOS
MIDIDriverCoreMidi.
Collects connected input names at open, ensuring devices indices reported
in events match names in array returned from get_connected_inputs.
Fixes #77035 .
Fixes #79811 .
With code review changes by: A Thousand Ships (she/her)
<96648715+AThousandShips@users.noreply.github.com>
2024-06-25 16:46:30 +01:00
Rémi Verschelde
1a0190270f
Merge pull request #93560 from dsnopek/webxr-emscripten-3151
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[Web] Fix checking for OpenGL extensions with Emscripten 3.1.51 and later
2024-06-25 09:20:01 +02:00
Rémi Verschelde
fb8a1f143a
Merge pull request #93530 from BastiaanOlij/fix_opengl_post
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Fix incorrect enabling of post process in OpenGL
2024-06-25 09:19:57 +02:00
David Snopek
51f9df0ec8
[Web] Fix checking for OpenGL extensions with Emscripten 3.1.51 and later
2024-06-24 14:41:51 -05:00
David Snopek
8e242fe7c1
Disable *glGetProcAddress()
on the web
2024-06-24 10:57:22 -05:00
Bastiaan Olij
0ab5207b8f
Fix incorrect enabling of post process in OpenGL
2024-06-24 13:22:01 +10:00
Rémi Verschelde
b749ff59e4
Merge pull request #93369 from bruvzg/mingw-llvm-warnings
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[LLVM/MinGW] Fix/suppress DX12 related warnings.
2024-06-21 10:14:28 +02:00
Stuart Carnie
98e9578d66
Remove unused flag and code
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Related #48894
2024-06-20 13:50:20 +10:00
bruvzg
10d81a238e
[LLVM/MinGW] Fix/suppress DX12 related warnings.
2024-06-19 23:40:06 +03:00
David Snopek
e018eabe1e
Fix building with use_volk=yes
on MacOS
2024-06-19 08:06:44 -05:00
Yuri Rubinsky
8ad878f06b
Fix ubo tag placement in canvas.glsl gles3 fragment shader
2024-06-19 12:52:52 +03:00
Rémi Verschelde
0347130a59
Merge pull request #92851 from patwork/fix-tooltips-viewport-dims
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Make query for `GL_MAX_VIEWPORT_DIMS` compatible with web exports
2024-06-17 10:58:04 +02:00
clayjohn
ea4be9afa6
Add more validation to UBO size and alignment in Compatibility renderer
2024-06-14 12:56:29 -07:00
Rémi Verschelde
c58c50831b
Merge pull request #93107 from clayjohn/GLES-sky-ambient
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Ensure sky reflection is updated when ambient mode is set to background
2024-06-14 17:13:35 +02:00
Rémi Verschelde
3b7c7d85c0
Merge pull request #92741 from Alex2782/fix_adreno_3xx_compatibility
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Fix Adreno 3xx compatibility for devices with newer driver versions
2024-06-14 10:19:28 +02:00
Rémi Verschelde
4ce3e169a9
Merge pull request #92388 from sunfl0w/fix-compatibility-albedo
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Fix albedo value wraparound in Compatibility render mode
2024-06-14 10:19:21 +02:00
patwork
ed5f33ef07
Make query for GL_MAX_VIEWPORT_DIMS compatible with web exports
2024-06-14 01:53:12 +02:00
Rémi Verschelde
e15c2e051e
Merge pull request #92663 from Riteo/holy-egl-batman
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EGL: Use `EGL_EXT_platform_base` whenever possible
2024-06-13 17:19:17 +02:00
sunfl0w
0e56b64fc4
Fix albedo value wraparound in Compatibility render mode
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Using the Compatibility renderer results in wrapped albedo values if a custom shader returns albedo values outside the expected range of [0,1].
This commit fixed this issue by clamping the albedo value to [0,1] right after the custom shader is executed.
Fixes #91919
2024-06-13 13:32:28 +02:00
clayjohn
b758658405
Ensure sky reflection is updated when ambient mode is set to background
2024-06-12 16:00:01 -07:00
clayjohn
9000a9d36f
Ensure post processing happens when adjustments are enabled in the Compatibility renderer
2024-06-11 14:31:06 -07:00