Christoph Oelckers
a020b8c2f5
do not compile the first shader in the shader manager's constructor
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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
Christoph Oelckers
df3e82d94c
cleaned up some redundant file reads and fixed file opening in the movie player.
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As a streaming action this cannot borrow the one from the archive.
2023-12-14 17:22:31 +01:00
Christoph Oelckers
1717ff47b2
add GetChars() accessors to many FString uses where const char* is wanted.
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By no means complete, it's just a start to get rid of that automatic type conversion operator.
2023-10-03 14:27:39 +02:00
Magnus Norddahl
45a2cbe081
Update zvulkan to latest version
2023-09-16 00:32:15 -04:00
Christoph Oelckers
ebb71cebf1
- put the entire filesystem code into a namespace and created some subdirectories.
2023-08-22 22:54:54 +02:00
Christoph Oelckers
2c2bf0265f
- refactored all places which treated FileData as zero terminated.
2023-08-22 22:54:53 +02:00
Christoph Oelckers
4906d287cb
- use std::vector<std::string> to pass the file list to InitMultipleFiles
2023-08-22 22:54:52 +02:00
Christoph Oelckers
eccbafc1bc
- let FileData.GetString only return a const char pointer.
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Not exposing the implementation will allow a lot more optimization in the backend and we also want to get rid of FString here.
2023-08-22 22:18:53 +02:00
Ricardo Luís Vaz Silva
8e7897233e
Add Alternate Light Blending Options
2023-01-14 11:29:12 -05:00
Rachael Alexanderson
aa061562cd
- manually reimplement pull request #1850
2023-01-14 11:23:10 -05:00
Magnus Norddahl
6a005e3a2a
Switch vulkan backend to use the zvulkan library
2022-12-05 07:49:43 +01:00
Shiny Metagross
08f520f1c6
IQM Support Implemented
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More info to come
2022-10-19 22:48:57 +02:00
Magnus Norddahl
fe3751a502
Fix renderdoc error message about not all textures getting bound
2022-07-25 18:50:16 +02:00
Magnus Norddahl
a0259e8e00
Hide experimental ray query behind vk_raytrace
2022-06-22 07:55:19 +02:00
Magnus Norddahl
ed134c9b19
Improve the builder syntax so that fewer temp variables are required to build vulkan objects
2022-06-22 07:55:19 +02:00
Magnus Norddahl
5aa0fb536f
Only define SUPPORTS_RAYTRACING if it was detected
2022-06-22 07:55:19 +02:00
Magnus Norddahl
32d059e432
Tell the debug layer what the name of the shader is
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Always bind both buffer descriptor sets
2022-06-22 07:55:19 +02:00
Magnus Norddahl
821bd3b460
Adjust some init/deinit code and rename some things
2022-06-22 07:55:19 +02:00
Magnus Norddahl
ba88303527
Move more code into the correct managers
2022-06-22 07:55:19 +02:00
Magnus Norddahl
8004532cba
Begin detaching internal vulkan object lifetimes from the hardware renderer layer
2022-06-22 07:55:19 +02:00
Magnus Norddahl
8ebad1003b
Split postprocess part into more files
2022-06-22 07:55:19 +02:00
Magnus Norddahl
8517c9713a
Move descriptor sets from VkRenderPassManager into a new class called VkDescriptorSetManager
2022-06-22 07:55:19 +02:00
Magnus Norddahl
e26fb04adf
Some minor bug fixes
2022-06-22 07:55:19 +02:00
Magnus Norddahl
0c1aab074c
Hook up the acceleration structure to the shader and start shooting some rays!
2022-06-22 07:55:19 +02:00
Christoph Oelckers
3ad6793ba3
- fixed yet another index issue in the shader code.
2022-05-18 20:14:43 +02:00
Christoph Oelckers
648dc87101
- fixed two index out of range issues in Vulkan's shader compiler code.
2022-05-15 09:12:30 +02:00
Christoph Oelckers
2be13e1b9f
- changed shader loader to load only one shader at a time
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This is merely preparation - the actual loading is still in one uninterrupted piece.
2022-05-13 08:22:22 +02:00
nashmuhandes
57112742fe
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
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# Conflicts:
# src/common/rendering/gl/gl_shader.cpp
# src/common/rendering/hwrenderer/data/buffers.h
# src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers
e60e6967c0
- whitespace cleanup, updated from Raze.
2022-01-02 12:23:42 +01:00
Magnus Norddahl
604c4ff8e0
Fix vertex layout locations and add lightmap to vulkan shader
2021-09-24 16:21:23 +02:00
Christoph Oelckers
03c8fd9956
- block user overrides for the logic module of core fragment shaders.
2021-08-24 10:24:23 +02:00
Christoph Oelckers
ba146ed5e5
- Backend update from Raze
2021-04-19 12:58:35 +02:00
Mitchell Richters
8af21a13e7
- fix missing terminator in vk_shader.cpp on #ifdef guarded line.
2020-06-11 13:33:19 +03:00
Christoph Oelckers
c9833a811e
- added 3 more texture samplers to the shaders to compensate for the now always occupied slots for brightmap, glow and detail.
2020-06-09 20:40:43 +02:00
Christoph Oelckers
9e51a2f63c
- added Build's NPOT emulation to the backend.
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For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
3e8f53e98c
- fixed shader building.
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We really need a version directive for user shaders, this is getting too messy. :(
2020-05-25 20:26:58 +02:00
Christoph Oelckers
652712d970
- moved Vulkan and Softpoly backends to 'common'.
2020-04-29 22:17:35 +02:00