Commit graph

386 commits

Author SHA1 Message Date
nashmuhandes
58fecd4b92 Move depth fade definition to GLDEFS 2024-09-09 18:57:07 +08:00
nashmuhandes
27058efe85 Rename "depth fade falloff" to "depth fade threshold" as it makes more sense 2024-09-09 17:06:04 +08:00
Magnus Norddahl
f41e7f044a Fix SceneLinearDepth texture using wrong size 2024-09-08 23:15:48 +02:00
Magnus Norddahl
f8f4ef5cbb And the AMD image transition fun (Thanks AMD!) 2024-09-08 22:29:41 +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
c62bb7a0f0 Add RenderState.SetDepthFadeFalloff 2024-09-08 20:32:30 +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
d2958d8366 Change how visible surfaces for a tile are collected by the light mapper 2024-09-07 03:11:36 +02:00
dpjudas
6b3803cb3b Fix descriptor pool size 2024-09-05 10:14:23 +02:00
Magnus Norddahl
4655b02f06 Fix using wrong surface for the extra BLAS structures for trace hits
Add gl_raytrace for ray tracing the level mesh
2024-09-05 00:15:59 +02:00
Magnus Norddahl
db5f47d14f Fix SSAO not working in gl_levelmesh 2024-09-04 02:27:10 +02:00
dpjudas
4666fa6241 Split masked from opaque in the level mesh draw lists 2024-09-01 22:44:25 +02:00
dpjudas
66288b539c Fix crash on GPUs that doesn't support ray query 2024-08-31 03:42:03 +02:00
Magnus Norddahl
3cb2b31d95 Create up to 32 bottom level acceleration structures to avoid rebuilding the entire map on geometry changes 2024-08-30 03:12:24 +02:00
Magnus Norddahl
d12cd4d74d Sort initial draw lists by pipeline
Fix applying pipeline state too often for scattered draw ranges
Delay updating sides and sectors until frame start to allow the playsim to mark surfaces dirty multiple times
2024-08-28 19:53:12 +02:00
Magnus Norddahl
61375fae12 Fix uniforms upload bug 2024-08-25 14:19:11 +02:00
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