Branimir Karadžić
fbceed8df8
Windows 10 minimum. Direct3D 12 is default renderer. ( #4122 )
2026-11-06 12:50:03 -08:00
Branimir Karadžić
8a9827eac9
Switched compile time ifs to if constexpr. ( #4119 )
2026-11-06 01:11:27 +00:00
Branimir Karadžić
ac23f8f07d
VK: Defer zero-area swap chain, fixed stale program bindings. D3D11: Skip redundant texture stage commits. ( #4111 )
2026-10-31 16:49:21 -07:00
Branimir Karadžić
b7d0751baa
Texture blit fixes. ( #4106 )
2026-10-29 23:54:09 +00:00
Branimir Karadžić
cebc89b55d
shaderc: Uniform array element count is 16-bit. Closes #3226 . ( #4104 )
2026-10-28 21:32:46 -07:00
Branimir Karadžić
e7c58be8b6
Metal fixes, and instance data fallback on all renderers. ( #4103 )
2026-10-28 21:08:38 -07:00
Branimir Karadžić
a86ec2b31d
D3D11, D3D12, VK, WebGPU: Reduced submit and upload overhead. ( #4092 )
2026-10-25 18:55:07 -07:00
Branimir Karadžić
7afee0f9af
Added MSAA sample counts to caps trace. ( #4073 )
2026-10-20 21:24:39 -07:00
Branimir Karadžić
8b8050788c
Added per-format MSAA sample count caps, and clamp MSAA requests per format. Closes #1396 . ( #4072 )
2026-10-20 20:35:15 -07:00
Branimir Karadžić
d8d6acd94b
Cleanup. ( #4069 )
2026-10-20 05:40:40 +00:00
Branimir Karadžić
a04e75687a
Fixed D3D11 multi-window vsync and Vulkan GPU selection. Closes #3468 , #3628 , #1186 , #1267 . ( #4062 )
2026-10-17 21:15:13 +00:00
Branimir Karadžić
fe3f08fb0e
Added Vulkan HDR10, fixed D3D11/D3D12 HDR10 color space, and ImGui colors in HDR10. ( #4061 )
2026-10-17 09:57:27 -07:00
Branimir Karadžić
a7c0e5b426
Main window rebinding: every renderer follows a new nwh, entry on every platform ( #4056 )
2026-10-16 10:35:20 -07:00
Branimir Karadžić
fd541f0586
Fixed 3D texture conversion of all slices, and debug asserts. ( #4054 )
2026-10-14 22:29:31 -07:00
Branimir Karadžić
9722c5777c
D3D1x: Fixes multisampled depth. ( #4049 )
2026-10-13 07:50:06 -07:00
Branimir Karadžić
ec6e934a2d
Sampled MSAA depth reads sample 0 through ordinary samplers. ( #4046 )
2026-10-12 16:49:19 -07:00
Branimir Karadžić
229c44f001
Fixed crashes creating, naming and updating resources after device removal. ( #4043 )
2026-10-12 09:20:55 -07:00
Matthew
06b2c3a4b3
NVIDIA Reflex integration. ( #4029 )
...
* Integrated NVIDIA Reflex.
* Generated bindings and replaced bools with enum.
* Merged upstream master.
* Addressed review feedback.
2026-10-08 18:44:43 -07:00
Branimir Karadžić
e13b87cdd9
Sized handle allocators, timer query rings and free handle queues by use. ( #4025 )
2026-10-05 02:56:08 +00:00
Branimir Karadžić
01e69a6307
Allocated texture, shader and dynamic buffer tables in blocks as handles are used. ( #4024 )
2026-10-04 15:45:00 +00:00
Branimir Karadžić
710cb7de83
Fixed integer render target clears and viewport depth range. ( #4020 )
2026-10-03 18:10:49 -07:00
Branimir Karadžić
500f916540
Relaxed view maximum, made view storage grow with use, up-to 4096 view ids. ( #4014 )
2026-10-02 16:00:20 -07:00
Branimir Karadžić
7346c3e731
Reduced per-view memory usage. ( #4010 )
2026-10-01 06:08:47 +00:00
Branimir Karadžić
997b0cfe36
Fixed MRT clear with UINT8_MAX palette index clearing the attachment on clear quad. ( #4006 )
2026-09-30 12:06:59 -07:00
Branimir Karadžić
b743ef8f7e
D3D1x: Report device loss from a failed readback Map. ( #4004 )
2026-09-29 17:08:20 +00:00
Branimir Karadžić
968e4f8dd9
Added explicit texture mip count, and per-binding sampler LOD clamp. ( #4002 )
2026-09-28 22:00:14 -07:00
Branimir Karadžić
ce3bee65f2
D3D1x/WebGPU: Survive device loss in the readback paths. ( #4001 )
2026-09-28 19:56:23 -07:00
James Green
d8b2a448aa
D3D11: Fixed the DXGI_SWAP_EFFECT_DISCARD fallback swap chain. ( #3997 )
...
The retry kept DXGI_SCALING_NONE, and createSwapChain/resizeBuffers
added DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING for every swap effect; both
are flip-model only, so the fallback failed with DXGI_ERROR_INVALID_CALL
and a bitblt chain could not be resized.
2026-09-25 15:35:15 -07:00
Branimir Karadžić
42f028887c
D3D11: Skipped MSAA resolve of integer formats. WGPU: Fixed uninitialized frame buffer size, and read-only depth/stencil pipeline state. ( #3991 )
2026-09-19 05:42:34 +00:00
vrimar
3ca5a63428
Recreate the main swap chain when only its flags change on reset. ( #3986 )
...
Context::reset moves the per-surface flags (MSAA, sRGB, HiDPI) off the reset flags onto SwapChain::flags, but every backend's updateResolution gate still compared only the stripped reset flags, so a runtime MSAA change was dropped.
(cherry picked from commit 1ffb270f91a63403c069fcf652bd2411d962b437)
2026-09-18 01:05:41 +00:00
Branimir Karadžić
5777fe1f66
D3D11/12/WGPU: Retried refused swap chain resize. D3D12/MTL/VK/WGPU: Fatal on failed pipeline creation. ( #3985 )
2026-09-17 14:14:56 +00:00
Branimir Karadžić
8ee74e8260
Optimized encoder bind state, and uniform updates. ( #3976 )
2026-09-12 22:43:02 +00:00
Branimir Karadžić
7e8bb589f1
Added setUniformRef, BGFX_TEXTURE_SRGB_MUTABLE, and byte-range compute buffer bindings. ( #3974 )
2026-09-12 06:49:53 +00:00
Branimir Karadžić
2e51cb6aa9
Added depth control, sample mask, and read-only depth/stencil attachments. ( #3971 )
2026-09-11 05:22:53 +00:00
Branimir Karadžić
7293e6f75b
D3D11, D3D12: swap chain, clear and subresource state fixes. GL: debug group must be pushed and popped on the same context. ( #3965 )
2026-09-06 00:49:55 +00:00
Branimir Karadžić
8c8b6b5692
Raised renderer baseline, and removed caps every backend now supports. ( #3962 )
2026-09-05 05:24:56 +00:00
Branimir Karadžić
01dbbbc08c
Added swap-chain. ( #3959 )
2026-09-05 01:44:33 +00:00
Branimir Karadžić
7f0b9c930b
Fixed amalgamated build. ( #3933 )
2026-08-27 16:08:40 +00:00
Branimir Karadžić
1dfc38978d
D3D12: Fixed scratch descriptor heap sizing. Added present pacing for window frame buffers. ( #3930 )
2026-08-26 06:23:28 +00:00
Branimir Karadžić
0432b5d3c5
Reworked blit to use regions, added buffer blit and read buffer. ( #3924 )
2026-08-25 03:31:09 +00:00
Branimir Karadžić
f564ae8bf9
Fixed device lost handling. ( #3923 )
2026-08-24 22:24:26 +00:00
Raziel Alphadios
aadf386aac
Fix DeviceLost in D3D11 TimerQuery bypassing BGFX_FATAL with DX_CHECK (and thus being un-handleable by consumers) ( #3922 )
2026-08-24 18:10:04 +00:00
Branimir Karadžić
780f7bf00a
Fix MSAA blit into a multisampled destination and stale MSAA resolve. ( #3921 )
2026-08-23 04:44:43 +00:00
Branimir Karadžić
dd961560d5
Raw buffers ( #3920 )
...
* Added raw compute buffers, resource type/dimension now comes from shader reflection. Bumped shader version to 12.
* Rebuild internal embedded shaders.
* Updated bindings.
* Rebuild embedded shaders.
* Rebuilt shaders.
* Updated bindings.
2026-08-22 20:03:12 -07:00
Branimir Karadžić
91b3aa3785
Fix stencil-aspect readback, depth format reporting, and blit bugs. ( #3910 )
2026-08-21 00:51:39 +00:00
Branimir Karadžić
d8db55f812
D3D11, D3D12, GL, VK: Resolve when blitting from sampleable MSAA surface. ( #3907 )
2026-08-20 05:39:04 +00:00
Branimir Karadžić
b12eef18b5
Fixed clear quad not writing stencil. ( #3887 )
2026-08-13 18:04:54 -07:00
Branimir Karadžić
e3fc300358
D3D11: Restore discrete clear for backbuffer. Fixes 13-stencil/14-shadowvolumes. ( #3885 )
2026-08-13 16:36:02 -07:00
Branimir Karadžić
56ef37bcf8
Implemented BGFX_SAMPLER_SAMPLE_STENCIL in all backends. ( #3884 )
2026-08-13 15:38:58 -07:00
Branimir Karadžić
3d3b08778e
Support depth-1 volume textures. ( #3883 )
2026-08-12 18:24:25 -07:00