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
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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.
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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
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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