Magnus Norddahl
521e2ed39c
Run the light tiles compute shader
2024-09-14 04:59:39 +02:00
Magnus Norddahl
cc06294932
Remove linear depth from texture manager again (this wasn't a good idea)
...
Add linear depth texture to the fixed descriptor set
2024-09-08 21:18:22 +02:00
Magnus Norddahl
1b8effe1ea
Make linearized depth data available to translucent material shaders via the texture name SceneLinearDepth. Does it work? Who knows!
2024-09-08 02:32:01 +02:00
Magnus Norddahl
db5f47d14f
Fix SSAO not working in gl_levelmesh
2024-09-04 02:27:10 +02:00
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
73ee25ad39
Remove the need for pipelines for each material layer count
2024-02-10 01:42:28 +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
Magnus Norddahl
e7e89fce09
Make the vk_rayquery cvar a bit more robust
2024-01-21 14:25:08 +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
ed7da1ae25
Moving files
2023-12-26 04:30:58 +01:00
Magnus Norddahl
98c209edbd
Rename VkLightmap and VkRaytrace
2023-12-26 04:30:58 +01:00
Magnus Norddahl
4a95eafc06
Use the stencil and depth buffer settings from RenderState when drawing the level mesh
2023-12-26 04:30:58 +01:00
Magnus Norddahl
6b0e4345a2
Enable face culling
2023-12-26 04:30:57 +01:00
Magnus Norddahl
47f17b1c03
Move DrawLevelMesh to RenderState
2023-12-26 04:30:57 +01:00
Magnus Norddahl
4092e7f4e0
Some testing
2023-12-26 04:30:57 +01:00
dpjudas
57fe68c8a1
Draw depth pass and portal occlusion test
2023-12-26 04:30:57 +01:00
Magnus Norddahl
04493ade52
Add support for using the correct pipeline for each surface
2023-12-26 04:30:56 +01:00
Magnus Norddahl
d0d964ae42
Hook up HWWall and use the real main.fp shader for the level mesh
2023-12-26 04:30:56 +01:00
Magnus Norddahl
f1b15c5000
Fix the second vertex buffer binding bug
2023-12-26 04:30:55 +01:00
Magnus Norddahl
f550f5b05a
Hook up bindless textures for gl_levelmesh
2023-12-26 04:30:55 +01:00
Magnus Norddahl
9edfbcd10e
Create different buffer for uniform indexes that works for the vertex shader
2023-12-26 04:30:55 +01:00
Magnus Norddahl
f8fd08a623
Clean up VkDescriptorSetManager a bit and bind the surface uniforms when drawing with gl_levelmesh
2023-12-26 04:30:54 +01:00
Magnus Norddahl
e713299410
Rename StreamData to SurfaceUniforms
2023-12-26 04:30:54 +01:00
Magnus Norddahl
240d68d7ae
Merge SurfaceVertex with FFlatVertex and draw the lightmaps
2023-12-26 04:30:54 +01:00
Christoph Oelckers
92bbaa7531
fix a few minor issues.
...
* make Corona a fully scripted class so that AActor can be made final again.
* add global vkversion variable for use by the survey code.
* move progress bar on generic start screen to the bottom and made it longer.
* revert BulletPuff to its GZDoom version because the changes are not compatible with Dehacked.
2023-10-19 22:48:25 +02:00
Magnus Norddahl
dec03cb265
Fix compile errors after rebase
2023-10-19 22:16:11 +02:00
Magnus Norddahl
05e46e0cb4
Fix DrawLevelMesh bugs
2023-10-19 22:10:26 +02:00
Magnus Norddahl
fc65d43ae8
Add code that should draw the mesh
2023-10-19 22:09:26 +02:00
Magnus Norddahl
6dd72e5439
Begin code for drawing the level mesh
2023-10-19 22:09:26 +02:00
Magnus Norddahl
52ec71b05b
Remove allowSSBO, useSSBO, glslversion, hwcaps and BuffersArePersistent as none of them apply to Vulkan
2023-10-19 21:31:12 +02:00
Magnus Norddahl
9bcef148bf
Minor menu tweaks and display the vulkan device name in the menus
2023-10-15 15:23:23 +02:00
Magnus Norddahl
f532975754
Fix crash on maps with polyobjs
2023-10-09 23:32:48 +02:00
dpjudas
411b281e7c
Remove multithreading RenderState as that seemed to be a poor approach
2023-10-09 03:20:19 +02:00
Magnus Norddahl
9799bd70d1
Add vk_rayquery CVAR and prevent the shader from looping until the OS kills the entire process!
2023-10-04 20:11:09 +02:00
Magnus Norddahl
bfdca1a069
Implement dynamic update of the acceleration structure
2023-09-26 18:10:45 +02:00
Magnus Norddahl
65929d021f
Add support for multiple meshes (DoomLevelSubmesh)
2023-09-25 23:28:49 +02:00
Magnus Norddahl
1dd2605200
Retrieve the light list on the fly rather than try to sync it
2023-09-22 16:35:50 +02:00
Magnus Norddahl
bb7a33d7b1
Add bindless texture support
2023-09-19 23:58:17 +02:00
Rachael Alexanderson
861450ee3f
- compile fixes for mac os
2023-09-16 23:38:36 +02:00
Magnus Norddahl
2178de0c6c
- Fix VkRaytrace::Raytrace not working properly if called multiple times per frame.
...
- Only call VkRaytrace::Raytrace once per scene
2023-09-16 05:12:31 +02:00
Magnus Norddahl
651b2ef9e3
Change lightmapper to only use one image
2023-09-15 18:07:37 +02:00
RaveYard
c6b92e1c1b
Initial implementation for lightmap lump loading
2023-09-13 21:58:11 +02:00
RaveYard
a340b69c79
Fix lightmapper still using hacks to detect levelmesh changes
2023-09-11 19:51:23 +02:00
Magnus Norddahl
542dfd3666
Delay creating the accel struct until frame start
2023-09-11 14:55:31 +02:00
RaveYard
adfc7082f5
Remove hacks associated with SetLevelMesh
2023-09-11 14:44:17 +02:00
RaveYard
6f44e2b5d4
Change surfaceIndices to surfaces
2023-09-10 23:42:00 +02:00
RaveYard
6ccb92ef60
Fix surface index passed to glsl
2023-09-10 23:42:00 +02:00