Magnus Norddahl
4a0a4d2fb3
Move VkRSBuffers to new file
2023-05-16 23:51:00 +02:00
Magnus Norddahl
753c5b1997
Split postprocess pipeline creation to its own files
2023-05-16 23:14:14 +02:00
Magnus Norddahl
d74ee4088e
Create RenderState buffers for each thread
2023-05-12 03:30:40 +02:00
Magnus Norddahl
1fd14f1140
Remove FFlatVertexBuffer
2023-05-08 23:12:14 +02:00
Magnus Norddahl
154cb2e967
Prepare FFlatVertexBuffer for removal
2023-05-07 03:19:43 +02:00
Magnus Norddahl
1fe5b8e26f
Remove IRenderQueue
2023-05-07 01:02:54 +02:00
Magnus Norddahl
84c2980398
Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it
2023-05-07 00:49:54 +02:00
Magnus Norddahl
f05fccb110
Fix offset bug when using more than 1024 lights in a scene
2023-05-06 06:14:15 +02:00
Magnus Norddahl
ca5fae50d6
Improve vid_fps stats
2023-05-06 04:52:56 +02:00
Magnus Norddahl
9203784ee0
Use a uniform buffer for the light list
2023-05-06 02:45:17 +02:00
Magnus Norddahl
eba0bee9f6
Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply
...
Include the texture matrix in the mesh builder
2023-05-06 00:34:42 +02:00
Magnus Norddahl
96ac7ba3f0
Don't use VkHardwareDataBuffer for internal backend buffers
2023-05-05 22:04:11 +02:00
Magnus Norddahl
1d8f406162
Let the backend manage the shadowmap buffers
2023-05-01 02:10:43 +02:00
Magnus Norddahl
d7a7953d10
Move bone buffer to backend
2023-04-30 04:49:06 +02:00
Magnus Norddahl
f2585a3b17
Manage the light buffer in the backend
2023-04-30 03:43:38 +02:00
Magnus Norddahl
aadb1c31b6
Manage viewpoint buffer internally in the backend
2023-04-30 02:32:04 +02:00
Magnus Norddahl
ae443c78d4
There is no reason to default to poor stuttery performance
2023-04-27 11:22:11 +02:00
Magnus Norddahl
87c3be94d5
Adjust meshbuilder to vkdoom changes and make sure the drawinfo functions always allocate vertices from the output renderstate object
2023-04-26 04:22:07 +02:00
Magnus Norddahl
71a78f2baf
Merge all sectors into one mesh
2023-04-26 01:09:06 +02:00
Magnus Norddahl
2d335d0f97
Add gl_meshcache cvar for toggling it on and off
2023-04-26 01:09:06 +02:00
Magnus Norddahl
a5a0279fd2
Upload vertices to vertex buffers
2023-04-26 01:09:06 +02:00
Magnus Norddahl
26dcb77f5e
Add support for drawing flats into the mesh cache
2023-04-26 01:09:05 +02:00
Magnus Norddahl
b189a63e6b
Test drawing all cached sectors every frame
2023-04-26 01:09:05 +02:00
Magnus Norddahl
88595c7777
Only create a Mesh if anything was actually drawn
2023-04-26 01:09:05 +02:00
Magnus Norddahl
640c86d0c7
Build a mesh cache for all sectors
2023-04-26 01:09:05 +02:00
Magnus Norddahl
463315fec0
Fix misc state init issues
2023-04-26 01:09:05 +02:00
Magnus Norddahl
28ef69ca5a
Add the most basic implementation of a Mesh drawer as technically possible :)
2023-04-26 01:09:05 +02:00
Magnus Norddahl
ed1e8d5986
Adjust HWWall to allocate vertices from renderstate
2023-04-26 01:09:05 +02:00
Magnus Norddahl
3fe8b6909b
Add a basic renderstate->mesh builder class
2023-04-26 01:09:04 +02:00
Magnus Norddahl
c129b0d1e8
Merge remote-tracking branch 'gzdoom/master'
2023-04-26 01:00:24 +02:00
Magnus Norddahl
2498b2d3bc
Add hint which of the uniforms are used by SetColor (maybe later move them to a secondary uniform block for independent updating)
2023-04-26 00:38:00 +02:00
Magnus Norddahl
eef9b05f46
Remove mAlphaThreshold
2023-04-24 22:50:04 +02:00
Magnus Norddahl
02be512738
Remove mClipSplit
2023-04-24 22:45:19 +02:00
Magnus Norddahl
ac1a918989
Remove mLightParms
2023-04-24 22:41:07 +02:00
Magnus Norddahl
b7236f3031
Remove unused uniforms and restrict push constants to only control offsets into buffers
2023-04-24 22:10:17 +02:00
Magnus Norddahl
e0c11c1e48
Remove EPassType from VkShaderManager::Get and CompileNextShader() from VkShaderManager constructor
2023-04-24 00:14:04 +02:00
Magnus Norddahl
29156798e5
Merge pull request #12 from coelckers/menustrings
...
moved all newly added menu strigs to the string table.
2023-04-23 13:23:20 +02:00
Christoph Oelckers
4b8f1cb743
moved all newly added menu strigs to the string table.
...
Also adding missing caption to SWRMenu.
2023-04-23 08:55:53 +02:00
Magnus Norddahl
1730a2d5b2
Merge pull request #11 from nashmuhandes/gzd_master
...
Sync to GZDoom master branch
2023-04-23 03:26:26 +02:00
Magnus Norddahl
b1ebb8231f
Change the options menu to follow a more logical modern layout
...
Remove the old simple menu as that only made things worse
2023-04-23 02:00:49 +02:00
Ricardo Luís Vaz Silva
575887b5c9
Fix value of X = Y when Y is an int constant
2023-04-21 00:44:29 +08:00
Blue Shadow
85debd46f3
- added MaxEffectTics field to Powerup
2023-04-21 00:44:29 +08:00
Christoph Oelckers
16eceadc7e
- fixed handling for Turkish i's.
...
* islowermap and isuppermap were not set for the new characters.
* special handling for the lowercase dotted i in allcaps fonts returned the wrong character.
2023-04-21 00:44:28 +08:00
Christoph Oelckers
176e98980f
- corrected 3 character y-offsets
2023-04-21 00:44:28 +08:00
Christoph Oelckers
c6aa80f801
- text update
2023-04-21 00:44:28 +08:00
Mitchell Richters
534a7f8246
- Move invertmouse CVARs into common code.
...
* Removes duplication of CVAR definitions between Raze and GZDoom.
2023-04-21 00:44:01 +08:00
Mitchell Richters
c10ab58f70
- Properly fix default mouse x sensitivity.
2023-04-21 00:43:13 +08:00
Christoph Oelckers
44437faa5d
- fixed crash when checking the extended character list for the current language.
...
For English this will be null because it got no extended characters.
2023-04-21 00:43:12 +08:00
Christoph Oelckers
33052385e7
- backported RapidJSON fix from Raze.
2023-04-21 00:43:12 +08:00
Christoph Oelckers
f6affef791
- adapted font system to properly handle Turkish.
...
Those i's are really messy, especially when dealing with allcaps or pure lowercase fonts.
2023-04-21 00:43:12 +08:00