Aaron Franke
beafca8fba
[4.6] Fix Metal driver build with Xcode 26.4
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Co-authored-by: Pāvels Nadtočajevs <7645683+bruvzg@users.noreply.github.com >
2026-03-29 20:12:00 -07:00
jaypaik
34bc375705
iOS: Propagate VC UI preferences to SwiftUI hosting controller
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The SwiftUI lifecycle wraps GDTViewController in a hosting controller
that becomes the window's root VC. iOS queries the root VC for
preferredScreenEdgesDeferringSystemGestures, prefersHomeIndicatorAutoHidden,
and prefersStatusBarHidden, but the hosting controller doesn't delegate
these to child VCs. This propagates the preference implementations onto
the root VC's class at runtime using class_addMethod.
(cherry picked from commit 0c8c425f9be73b3ff43b96e9998edb3608b743a0)
2026-03-18 09:39:19 -05:00
ssd3
7a18370d44
[Apple Embedded] Fix static .a/.xcframework library loading in open_dynamic_library
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When a .a or .xcframework path is requested but not found on disk (because
it is already statically linked into the binary), the previous code set
`path = String()` and fell through to `dlopen("")`, which is undefined
behavior and bypasses the RTLD_SELF symbol lookup table used by
`get_dynamic_library_symbol_handle`. This caused GDExtension loading to
fail silently or with ERR_CANT_OPEN when building with vulkan=no on iOS.
Fix by returning RTLD_SELF early, consistent with the existing empty-path
case at the top of the function.
(cherry picked from commit 44541235bac60be76a2801eea9e411a2b116c33b)
2026-03-18 09:39:07 -05:00
Pāvels Nadtočajevs
7b4b294fa0
Update access-kit to 0.21.2 (4.6)
2026-03-15 13:28:19 +02:00
Joshua Rothe
795a61dbb3
Fixing shader compilation error when writing to FOG when render_mode fog_disabled.
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Always declares FOG variable regardless of fog state. Previously, only declared
fog if FOG_DISABLED was undefined. This caused errors if the code tried to
write to fog later. Exists as a dummy variable when unused.
Signed-off-by: Joshua Rothe <joshrothe@gmail.com >
(cherry picked from commit 7a2f188382ecbe7f81a4378e9786e0da0b575f9f)
2026-03-05 17:56:42 -06:00
Bastiaan Olij
f721d684fb
Apply fixed size properly for mono/stereo rendering.
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(cherry picked from commit aac883849e835eb8ff4e3bf2a0737355b55784e5)
2026-03-05 17:56:26 -06:00
Pāvels Nadtočajevs
e7cb5c8d5b
Fix UTF-8 handling in GLES3 shaders.
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(cherry picked from commit d09f6d879aa3d89e7de8afa9d9bc6dd4ecc26da0)
2026-03-05 13:29:38 -06:00
Skyth
cd22ca776f
Handle nearest filtering modes in D3D12 driver when anisotropy is enabled.
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(cherry picked from commit 2bd91c66463d836cadf6d349ca3dceb98670e712)
2026-03-05 10:35:40 -06:00
Pāvels Nadtočajevs
effdbbfafd
[Accessibility] Handle adapter activation/deactivation.
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(cherry picked from commit 876dcc8a5d2b1ca0cffcc84ea8cfd06d69fadde4)
2026-02-20 12:29:04 -06:00
Pāvels Nadtočajevs
4caac57d2a
[iOS] Add UIScene lifecycle events.
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(cherry picked from commit b03f0a9e249fea94e145b5761a321a97eb957ce8)
2026-02-20 12:20:35 -06:00
Dario
f714eaba0d
Do not store SPIR-V in memory unless pipeline statistics are used.
2026-01-16 18:51:33 -03:00
Rémi Verschelde
0dd64f4224
Merge pull request #114851 from Nintorch/set-joy-light-return-type
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Change return type for `Input.set_joy_light()` from `bool` to `void`
2026-01-13 22:20:50 +01:00
Ricardo Sanchez-Saez
4bf4d10f5e
Avoid warning when compiling on visionOS 26 SDK
2026-01-12 15:03:21 -08:00
Nintorch
22a4f9fd9c
Refactor Input.set_joy_light()
2026-01-11 22:52:40 +05:00
Stuart Carnie
541f62617f
Metal: Fix dynamic uniform buffer offset corruption when rebinding sets
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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
Rémi Verschelde
0449f4bce1
Merge pull request #114657 from DarioSamo/immutable-sampler-descriptor-fix
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Always add Vulkan descriptor count for immutable samplers to descriptor pool.
2026-01-08 17:15:33 +01:00
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
Dario
bce41d08fe
Always add Vulkan descriptor count for immutable samplers to descriptor pool.
2026-01-06 16:02:51 -03:00
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
Rémi Verschelde
7692a3d53b
Merge pull request #114313 from blueskythlikesclouds/handle-descriptor-fragmentation
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Create new pools when they become fragmented on Vulkan.
2026-01-01 10:19:54 +01:00
Skyth
3ef93dc19f
Implement workaround for GPU driver crash on Adreno 5XX.
2025-12-29 15:14:04 +03:00
Skyth
3b23931eae
Create new pools when they become fragmented on Vulkan.
2025-12-22 12:42:19 +03:00
Bastiaan Olij
3a486ef46c
Fix OpenGL motion vector regression
2025-12-21 11:23:49 +11:00
Rémi Verschelde
0bb30e4e90
Merge pull request #114175 from BastiaanOlij/opengl_split_motion_vector_ubos
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OpenGL: Split the ubos for motion vectors into separate uniforms
2025-12-19 11:53:26 +01:00
Bastiaan Olij
6c52ba9625
OpenGL: Split the ubos for motion vectors into separate uniforms
2025-12-19 11:51:18 +11:00
Rémi Verschelde
cd157234b1
Re-Merge pull request #110192 from bruvzg/ios_soc_list
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[iOS] Add device SOC list, update DPI list.
First merge attempt was out of sync with the PR.
2025-12-18 23:30:17 +01:00
Rémi Verschelde
624d77d67a
Merge pull request #109112 from bruvzg/mem_stat
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[iOS/macOS] Improve `OS.get_memory_info`
2025-12-18 23:29:29 +01:00
Pāvels Nadtočajevs
bb22b0eece
[iOS] Update device SOC list and DPI list.
2025-12-18 16:30:14 +02:00
Rémi Verschelde
8a6408c1ce
Merge pull request #114142 from bruvzg/mesa_ver_check
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Add Mesa version check.
2025-12-18 14:29:23 +01:00
Rémi Verschelde
30c2fc148e
Merge pull request #113575 from bruvzg/fix_path
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[Unix] Remove leading `..` from absolute paths and apply `simplify_path` to Unix current directory path.
2025-12-18 14:23:59 +01:00
Rémi Verschelde
047a7c5aa5
Merge pull request #110192 from bruvzg/ios_soc_list
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[iOS] Add device SOC list, update DPI list.
2025-12-18 14:23:02 +01:00
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
Rémi Verschelde
7b1a525f17
Merge pull request #114040 from blueskythlikesclouds/agility-sdk-fix
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Fix D3D12 device not getting created with Agility SDK.
2025-12-16 11:27:03 +01:00
Thaddeus Crews
233a00c474
Merge pull request #113968 from akien-mga/sdl-3.2.28
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sdl: Update to 3.2.28
2025-12-15 17:40:50 -06:00
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
Pāvels Nadtočajevs
f7a10145ae
Update access-kit to 0.18.0
2025-12-14 01:05:36 +02:00
Rémi Verschelde
a5452ce8c5
sdl: Update to 3.2.28
2025-12-13 00:04:56 +01:00
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
Thaddeus Crews
14e840dd75
Merge pull request #113533 from ndarilek/fix-accessibility-node-name-persistence
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Accessibility: Re-apply stored name when recreating nodes
2025-12-10 18:10:45 -06:00
mxtherfxcker
8a23bec158
Update re-spirv to fix multiple regressions.
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- Fix behavior regression from decoration change.
- Empty shader fix.
- Add image query ops.
Co-authored-by: DarioSamo <dariosamo@gmail.com >
2025-12-08 16:13:36 -03:00
Thaddeus Crews
db8b25e62a
Merge pull request #113609 from Kaleb-Reid/sun-scatter-incremental
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Check if sun scatter is enabled when using SKY_MODE_AUTOMATIC
2025-12-08 11:53:56 -06:00
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
Kaleb Reid
05830dfbfb
Check if sun scatter is enabled when using SKY_MODE_AUTOMATIC
2025-12-04 22:58:05 -08:00