Commit Graph

4814 Commits

Author SHA1 Message Date
Aaron Franke beafca8fba [4.6] Fix Metal driver build with Xcode 26.4
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
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
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.
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.
(cherry picked from commit aac883849e835eb8ff4e3bf2a0737355b55784e5)
2026-03-05 17:56:26 -06:00
Pāvels Nadtočajevs e7cb5c8d5b Fix UTF-8 handling in GLES3 shaders.
(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.
(cherry picked from commit 2bd91c66463d836cadf6d349ca3dceb98670e712)
2026-03-05 10:35:40 -06:00
Pāvels Nadtočajevs effdbbfafd [Accessibility] Handle adapter activation/deactivation.
(cherry picked from commit 876dcc8a5d2b1ca0cffcc84ea8cfd06d69fadde4)
2026-02-20 12:29:04 -06:00
Pāvels Nadtočajevs 4caac57d2a [iOS] Add UIScene lifecycle events.
(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
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
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
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
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
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
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
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
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
[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
[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
Add Mesa version check.
2025-12-18 14:29:23 +01:00
Rémi Verschelde 30c2fc148e Merge pull request #113575 from bruvzg/fix_path
[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
[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
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
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
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
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.
- 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
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
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