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
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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
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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