1 Year Ago
hlsl_parser: strip D3D9 const defs hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers rendersystemvulkan: add missing debug utils check initialize these hlsl string variables so dxc likes them fix vulkan shader errors vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess Use DXC shader names MainVs, MainPs etc in vulkan pipeline rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils vfx_vulkan: serialize reflection info in compiled shader Update descriptor set bindings for HLSL -> SPIR-V Update Vulkan SDK + Volk so we can have VK_EXT_graphics_pipeline_library volk.c: restore valve platform defines fix rendersystemvulkan requiring raytracing extension Hidden uav counters work on pixel shaders Update descriptor sets for new descriptor types & binding offsets from hlsl->spirv rendercontexts set associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads Cleanup, small fixes, kill some dead code vulkan_async_descriptors Yank away solidcolor, seems only old glow used it Fix warnings and errors in vfx compilation for vulkan Fix projected_decals crashing shader compiler Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap Haha it'd be helpful if we actually call this method that sets all the shader param data. Now samplers actually get bound and we're rendering Forgot to commit this amongst debug crap