Commit graph

405 commits

Author SHA1 Message Date
Magnus Norddahl
c866937262 Fix upload bug and skip upload when RT cores are available 2024-10-21 20:50:25 +02:00
dpjudas
e7c2716191 Remove old node header node from upload code 2024-10-21 02:03:09 +02:00
dpjudas
4a425c4493 Add support for updating the CPU-side accelstruct used for actor tracing 2024-10-20 23:54:15 +02:00
Ricardo Luís Vaz Silva
159ae02a2a fix includes 2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
04ee3c335e switch from uniform to shader keys 2024-10-09 04:44:51 +02:00
Magnus Norddahl
7df842bbed Add the shaders needed to create convoluted PBR maps 2024-10-04 02:46:07 +02:00
Magnus Norddahl
c0bbe3a43a Hook up some more PBR stuff 2024-10-03 02:37:08 +02:00
Magnus Norddahl
d69d190dc3 Add savelightmap and deletelightmap ccmds 2024-09-30 18:48:48 +02:00
dpjudas
ec4dd5d1c2 Limit occlusion queries to 32k as that's what MoltenVK can handle 2024-09-19 03:00:51 +02:00
Magnus Norddahl
c3f65fecdb Half the scene (all upper and lower walls) is drawn as masked unfortunately 2024-09-16 21:58:10 +02:00
Magnus Norddahl
76536be804 Use the dynamic lights from the level mesh in the light tiles shader 2024-09-16 18:06:21 +02:00
Magnus Norddahl
83009db3ec Fix zminmax not being linear depth 2024-09-16 01:45:44 +02:00
Magnus Norddahl
b43f84def6 Hook up light tile visibility test 2024-09-16 01:04:53 +02:00
dpjudas
a885833db2 Add more code to the shader 2024-09-15 04:12:19 +02:00
Magnus Norddahl
2778225048 Run the ZMinMax pass before the light tiles compute shader 2024-09-15 01:44:34 +02:00
Magnus Norddahl
521e2ed39c Run the light tiles compute shader 2024-09-14 04:59:39 +02:00
Magnus Norddahl
2ba2c24f6b Add shaders for light tiles 2024-09-13 20:45:36 +02:00
dpjudas
98e58bf340 Create images and buffers needed for finding dynamic light visibility on the GPU 2024-09-13 02:21:03 +02:00
Magnus Norddahl
f0c018fdc6 Update light level in level mesh 2024-09-11 01:39:47 +02:00
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