Commit graph

134 commits

Author SHA1 Message Date
Thaddeus Crews
4d4f7291ed
Merge pull request #116355 from blueskythlikesclouds/get-total-memory-optimization
Optimize `get_total_memory_used` in D3D12 and Vulkan.
2026-02-18 12:04:33 -06:00
Lukas Tenbrink
0ea5ece984 Move binary math functions to Math namespace in math_funcs_binary header. 2026-02-17 12:24:35 +01:00
Skyth
8ed849e416 Optimize get_total_memory_used in D3D12 and Vulkan. 2026-02-16 17:13:06 +03:00
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
Skyth
2bd91c6646 Handle nearest filtering modes in D3D12 driver when anisotropy is enabled. 2026-01-28 13:18:18 +03:00
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
Thaddeus Crews
0c7bb27bcd
Merge pull request #114076 from blueskythlikesclouds/d3d12-reduce-unnecessary-calls
Reduce unnecessary calls in D3D12 driver.
2026-01-26 15:01:42 -06:00
Rémi Verschelde
4757542c31
Merge pull request #114146 from blueskythlikesclouds/d3d12-discard-state-fix
Fix incorrect resource state when discarding MSAA textures in D3D12.
2026-01-06 10:59:49 +01:00
Skyth
4f7146f59b Fix incorrect resource state when discarding MSAA textures in D3D12. 2025-12-18 14:07:14 +03:00
Skyth
0e2263caa5 Reduce unnecessary calls in D3D12 driver. 2025-12-16 16:28:45 +03:00
Skyth
83af078761 Clear depth stencil textures on first use if the RDD requires it. 2025-12-15 18:34:43 +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
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
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
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.
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
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
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
- 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
Skyth
4cc5177f6b Create HWND swap chain when window transparency is disabled on D3D12. 2025-11-03 17:36:55 +03:00
Skyth
d4aa3e322d Set DONT_PREFER_SMALL_BUFFERS_COMMITTED when initializing D3D12MA. 2025-10-29 15:02:45 +03:00
Skyth
13ada4a565 Insert barriers between subpasses when using enhanced barriers on D3D12. 2025-10-28 10:59:41 +03:00
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
Thaddeus Crews
2edad6860a
Merge pull request #111658 from brycehutchings/bryceh_d3d12_native_handle_fixes
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
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
Skyth
b568b06970 Fix D3D12 not checking for fullscreen clear region correctly. 2025-10-06 16:56:05 +03:00
Jonas Seidl
d1246b099e Fix d3d12 stencil buffer not clearing 2025-09-29 13:16:29 +02:00
Thaddeus Crews
d8a909d99c
Merge pull request #110203 from DarioSamo/d3d12-clamp-mipmap
Clamp minimum size of 3D texture view in D3D12.
2025-09-19 13:07:19 -05:00
Thaddeus Crews
aa294bb3c8
Merge pull request #110360 from zorbathut/pr/memorybarrierrename
Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers.
2025-09-17 11:34:15 -05:00
Ben Rog-Wilhelm
e5ab5acd95 Rename RDD::MemoryBarrier to avoid conflicts with the Windows headers. 2025-09-10 05:19:36 -05:00
Lukas Rahmann
f7fd65923a Add descriptor heap pooling to D3D12. 2025-09-04 09:17:40 -03:00
Dario
1ce55b946c Clamp minimum size of 3D texture view in D3D12. 2025-09-02 15:13:27 -03:00
Talkashie
3ff4e29657 Typo fix round 2 2025-08-20 04:24:06 -05:00
Talkashie
bc7e68dfd1 Typos 2025-08-19 18:32:59 -05:00