Commit graph

370 commits

Author SHA1 Message Date
Magnus Norddahl
18db0b49a7 Update level mesh on sector changes 2024-08-25 01:06:44 +02:00
Magnus Norddahl
d28a3571b5 More level mesh buffer fun 2024-08-23 00:01:08 +02:00
Magnus Norddahl
356ad2fe9f Split doom specific surface data from common/gpu surface data 2024-08-20 02:06:05 +02:00
dpjudas
b6cbaaedbc Update the bottom level accel structure if vertices or indexes change 2024-08-11 23:03:32 +02:00
Magnus Norddahl
766b558119 Ranges in buffers are so fun! 2024-08-11 20:39:45 +02:00
Magnus Norddahl
e80615e167 Move the level mesh dirty ranges to levelmesh so that it can be updated 2024-08-11 17:51:45 +02:00
Dileep V. Reddy
8a5e7449c1 Consolidated isometric mode commits. 2024-08-11 15:55:21 +02:00
Magnus Norddahl
2eab98b4fb Fix level mesh upload crash if too large textures gets uploaded 2024-06-24 16:57:10 +02:00
nashmuhandes
1a89307ee7 Rename SourceRadius to SoftShadowRadius 2024-06-15 18:08:37 +08:00
Magnus Norddahl
53990c867f Fix anisotropy calculations for override samplers 2024-04-11 18:33:52 +02:00
Magnus Norddahl
cb8de2414d More Intel GPU fun 2024-04-11 18:26:06 +02:00
Magnus Norddahl
ae21662465 Driver version check was inverse than what it should have been 2024-04-11 12:06:50 +02:00
Magnus Norddahl
c4841cce70 Further refine Intel anisotropic filtering 2024-04-11 12:01:45 +02:00
Magnus Norddahl
790c009af7 The PCI vendor ID should be in hex 2024-04-10 17:47:51 +02:00
Magnus Norddahl
250fe865c7 Disable anisotropic filtering for Intel hardware when not using linear min/mag filter since its broken
Change gl_texture_filter_anisotropic to use a default value that depends on whether the GPU is integrated or not
2024-04-10 17:38:41 +02:00
Magnus Norddahl
0b9c8efa58 Ignore vid_maxfps when vsync is enabled.
Increase vid_maxfps to 500 as modern computers have monitors in the 240-500 hz range now.
2024-03-28 07:30:09 +01:00
nashmuhandes
74a27be3fd Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-10 03:34:37 +08:00
Magnus Norddahl
ab537a4879 Hook up SourceRadius 2024-03-05 16:37:59 +01:00
Magnus Norddahl
08e06b399b Default ambient occlusion, soft shadows and bounces to be off for the internal light mapper 2024-02-28 01:03:06 +01:00
Magnus Norddahl
c98930a88c Atlas tile adjustments 2024-02-28 00:59:41 +01:00
Magnus Norddahl
60cdb871d2 Add light bounce 2024-02-26 17:00:28 +01:00
Magnus Norddahl
ccc5c259ad Grab the light list from the surfaces in the shader 2024-02-26 16:15:14 +01:00
Magnus Norddahl
68f9fee55b Make the light list part of the level mesh 2024-02-26 15:57:32 +01:00
Magnus Norddahl
08d376d3f4 Add hwtexture count to vk_mem_budget 2024-02-19 10:00:46 +01:00
dpjudas
a9a5ee8a96 Enable more extensions desired by vk_mem_alloc and add vk_membudget cvar 2024-02-19 09:27:51 +01:00
dpjudas
30cc548d92 Limit the uniform buffer block size to 1 MB for drivers that report gigabytes 2024-02-14 05:50:28 +01:00
Magnus Norddahl
1a7407944e Always use indirect draw 2024-02-11 02:12:18 +01:00
Magnus Norddahl
73ee25ad39 Remove the need for pipelines for each material layer count 2024-02-10 01:42:28 +01:00
Magnus Norddahl
4fbb58d836 Switch to using bindless textures for the entire hwrenderer 2024-02-10 01:36:27 +01:00
Magnus Norddahl
94eb96a235 Fix trace bug for when rayquery is not available 2024-02-10 00:55:29 +01:00
Magnus Norddahl
c1d0963da4 Rewrite the GLSL ray trace code so it does not use global variables!!
Fix portals not working
2024-02-09 12:08:16 +01:00
Magnus Norddahl
445170e33f Fix black screen when frame ended without an active 2D drawer 2024-02-09 02:37:16 +01:00
Magnus Norddahl
c817cba606 Clean up the upload code 2024-02-01 13:08:38 +01:00
Magnus Norddahl
7bc2ed5436 Remove the submesh class as that caused more problems than it solved 2024-01-29 21:56:42 +01:00
dpjudas
9ff1193dab Update backend to use ColorBlendAttachmentBuilder 2024-01-25 22:50:20 -05:00
Magnus Norddahl
e9e9081372 Shader backwards compatibility support 2024-01-21 14:40:04 +01:00
Magnus Norddahl
e7e89fce09 Make the vk_rayquery cvar a bit more robust 2024-01-21 14:25:08 +01:00
Kevin Caccamo
d7dcf60c7b Use EXTERN_CVAR instead of extern
Because vk_rayquery is a CVAR and needs this treatment
2024-01-21 14:15:17 +01:00
Kevin Caccamo
fe456eaded Attempt to fix compilation errors on other platforms
The compilation failed because there was more than one vk_rayquery variable (A CVAR and a hard-coded global true value), so I removed the latter.
2024-01-21 14:15:17 +01:00
Magnus Norddahl
d181774e02 Fix shadows not working for non-rt render path 2024-01-17 13:27:30 +01:00
Magnus Norddahl
805bce1166 Merge remote-tracking branch 'gzdoom/master' 2024-01-10 04:03:35 +01:00
Christoph Oelckers
a020b8c2f5 do not compile the first shader in the shader manager's constructor
This was crashing with the move of the V_Init2 call. Instead do it when we first render something so that we can open the window without immediately making the full backend operational.
This was only working on GLES because it performs lazy shader compilation.
2024-01-05 16:55:11 +01:00
Magnus Norddahl
a8cf44bcda Update to latest ZVulkan 2023-12-26 04:44:35 +01:00
Magnus Norddahl
c1f38b18c4 Put all the pipeline barriers in the same function and use a new instance buffer each time the TLAS is updated 2023-12-26 04:31:02 +01:00
Magnus Norddahl
48b6a7ec46 Split level mesh surface from lightmap tiles as we have multiple surfaces per tile 2023-12-26 04:31:00 +01:00
Magnus Norddahl
4ca2ffd58e Implement line portals and improve sky handling 2023-12-26 04:31:00 +01:00
Magnus Norddahl
4633029a74 Make sure pipeline is rebound after level mesh drawing 2023-12-26 04:30:59 +01:00
Magnus Norddahl
286de841eb Fix validation error caused by rebase 2023-12-26 04:30:59 +01:00
Magnus Norddahl
9dd485be76 Changes needed by rebase 2023-12-26 04:30:59 +01:00
Magnus Norddahl
412be46e08 Misc surface and lightmapper related cleanup and renaming 2023-12-26 04:30:59 +01:00