Commit graph

9 commits

Author SHA1 Message Date
Magnus Norddahl
a85cd66747 Use the tonemap PP pass to convert blended render styles back to palette colors 2025-05-20 04:09:31 +02:00
Ricardo Luís Vaz Silva
d23c727350 refactor custom uniforms in preparation for custom material uniforms 2025-01-08 18:25:36 +08:00
Magnus Norddahl
f8f4ef5cbb And the AMD image transition fun (Thanks AMD!) 2024-09-08 22:29:41 +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
dpjudas
411b281e7c Remove multithreading RenderState as that seemed to be a poor approach 2023-10-09 03:20:19 +02:00
Magnus Norddahl
7bdf3f7364 Create a RenderState object for each thread 2023-05-17 22:39:22 +02:00
Magnus Norddahl
1d8f406162 Let the backend manage the shadowmap buffers 2023-05-01 02:10:43 +02:00
Magnus Norddahl
6894eb013f Begin removing binding points from the hwrenderer layer.
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
2023-04-16 19:30:27 +02:00
Magnus Norddahl
295eb252ab Change the folder structure of the vulkan backend to better reflect what is going on 2023-04-16 16:39:15 +02:00
Renamed from src/common/rendering/vulkan/renderer/vk_postprocess.cpp (Browse further)