Only bitch that vkQueuePresentKHR failed when it's an actual fail condition, some conditions are still considered and enqueued
Fix pObjectName in RenderDeviceVulkan::Construct, empty string check was inverted
VK Validation: Fix texture transition in CSceneSystem::DownsampleTexture, this is not to use depth stencils but will always assume color
Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute
VK: Remove deprecated debug marker in favour of debug utils, should be getting prettier output from GPU profiling tools too
Remove a bunch of redundant vulkan render markers, makes gpu debugging finally show up properly nice looking
https://i.imgur.com/7Mq0lhv.png
Colors that don't melt my eyes
Add a temp mutex to DrawDrawList to fix race condition when drawing from main thread
Fix glow outline rendering https://i.imgur.com/cK9VbNB.png
Renderdoc label colors for managed drawcalls were black
Highlight.cs: should be SetCombo not Set
Don't change fbstate with the viewport size, can cause it to be bigger than the fbstate size too, viewport offsetting is done just right below
Make MultisampleScreen take the MSAA amount from the current context rather than from the main swapchain, fixes validation of effects using the wrong MSAA level as what the layer wants, fixes glow outlines in preview cameras
Don't write glow to alpha, makes camera previews and screenshots not be translucent with them, compile shader
Simplify water shader removing fog and other components, these would all be in it's own entity component now, much simpler, also the whole shader needs to be thrown away
Never expose intermediary MSAA'd depth to the user, you're just opening a can of pain, use Depth::Get() method instead
Shaders need removing old MSAA depth ("SceneDepth"/"DepthBuffer")
Directional AO depth doesnt use MSAA
Keep MSAA depth read for decals only
Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used
Delete viewmodel AO ( Will come back as a reuseable generic component for camera ), ripplecompute ( unused, shit ), fix depth fetching on Glass to use Depth::Get
Remove crumbs of viewmodel ao