Magnus Norddahl
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e713299410
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Rename StreamData to SurfaceUniforms
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2023-12-26 04:30:54 +01:00 |
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Magnus Norddahl
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240d68d7ae
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Merge SurfaceVertex with FFlatVertex and draw the lightmaps
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2023-12-26 04:30:54 +01:00 |
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Magnus Norddahl
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a76dfafbaa
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Fix misc bugs in the fogball implementation - it works now
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2023-12-11 11:37:24 +01:00 |
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dpjudas
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81cdc402c9
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Add code collecting fogballs from the visible scene
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2023-12-11 11:34:14 +01:00 |
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Magnus Norddahl
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fc65d43ae8
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Add code that should draw the mesh
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2023-10-19 22:09:26 +02:00 |
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dpjudas
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411b281e7c
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Remove multithreading RenderState as that seemed to be a poor approach
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2023-10-09 03:20:19 +02:00 |
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Rachael Alexanderson
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1d2427c146
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- fixes for GCC on Linux
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2023-09-14 11:36:10 +02:00 |
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nashmuhandes
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07f722b6f3
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Merge branch 'master' of https://github.com/ZDoom/gzdoom into GZDoomUpdate-12-07-2023
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2023-07-12 20:51:41 +08:00 |
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Magnus Norddahl
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4a0a4d2fb3
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Move VkRSBuffers to new file
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2023-05-16 23:51:00 +02:00 |
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Magnus Norddahl
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d74ee4088e
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Create RenderState buffers for each thread
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2023-05-12 03:30:40 +02:00 |
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Magnus Norddahl
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1fd14f1140
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Remove FFlatVertexBuffer
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2023-05-08 23:12:14 +02:00 |
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Magnus Norddahl
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9203784ee0
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Use a uniform buffer for the light list
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2023-05-06 02:45:17 +02:00 |
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Magnus Norddahl
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eba0bee9f6
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Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply
Include the texture matrix in the mesh builder
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2023-05-06 00:34:42 +02:00 |
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Magnus Norddahl
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96ac7ba3f0
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Don't use VkHardwareDataBuffer for internal backend buffers
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2023-05-05 22:04:11 +02:00 |
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Magnus Norddahl
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1d8f406162
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Let the backend manage the shadowmap buffers
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2023-05-01 02:10:43 +02:00 |
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Magnus Norddahl
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d7a7953d10
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Move bone buffer to backend
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2023-04-30 04:49:06 +02:00 |
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Magnus Norddahl
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f2585a3b17
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Manage the light buffer in the backend
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2023-04-30 03:43:38 +02:00 |
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Magnus Norddahl
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aadb1c31b6
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Manage viewpoint buffer internally in the backend
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2023-04-30 02:32:04 +02:00 |
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Magnus Norddahl
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6381280177
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Remove virtual inheritance
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2023-04-16 21:49:05 +02:00 |
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Magnus Norddahl
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6894eb013f
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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.
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2023-04-16 19:30:27 +02:00 |
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Magnus Norddahl
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1b221db996
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Remove dead code
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2023-04-16 17:34:52 +02:00 |
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Magnus Norddahl
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184e73ab28
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Add GetDevice function instead of accessing device member directly
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2023-04-16 17:07:55 +02:00 |
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Magnus Norddahl
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cd35a0ad76
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More folder adjustments
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2023-04-16 16:51:52 +02:00 |
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Magnus Norddahl
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295eb252ab
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Change the folder structure of the vulkan backend to better reflect what is going on
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2023-04-16 16:39:15 +02:00 |
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