userLayladcancel
branchsbox/cs-skinningcancel

25 Commits over 0 Days - ∞cph!

39 Days Ago
Precompute vertex layout offsets and bits in rendermesh instead of doing it every compute dispatch, as valve comments suggest
39 Days Ago
Disabling D_SKINNING and D_MORPH when D_CS_VERTEX_ANIMATION is enabled would be a mistake because it would break older compiled shaders
39 Days Ago
Remove this toolvis shit from skinning compute, I don't think it's needed
39 Days Ago
These newer decompress normal functions can be removed, we're not using them yet
39 Days Ago
Remove SV_VertexID from depth_only
39 Days Ago
Update cable.vmat_c
39 Days Ago
use shader_c from master, these somehow got fucked
39 Days Ago
Add octohedral_encoding.fxc Add skinning_cs.shader Try and use animated vertex cache when D_CS_VERTEX_ANIMATION is enabled Store vb size offsets in rendermesh Create GPU buffers for skinned vertex cache and vertex cache offsets Dispatch requested vertex cache updates Animatables requests vertex cache updates Compile shaders Make sure both buffers are destroyed Add SV_VertexID to VS_INPUT, this can be used for indexing vertex cache instead of using D_MORPH nVertexIndex Don't call CalculateInstancingObjectToWorldMatrix when using D_CS_VERTEX_ANIMATION, it's already calculated in the cache Decode cached vertex normals and tangents Compute morphs, normals and tangents in skinning compute shader Define MORPH_TEXTURE_ATLAS_WIDTH as g_nMorphTextureAtlasWidth when in compute Fix incorrect offset to CalculateMorphSubrectData Don't run morph code when using vertex cache Compile shaders Use remaining bytes in extra shader data to hold base vertex cache offset, add another vertex id lookup buffer relative to meshes vertex buffer size offsets - this allows correct indexing into cached vertices while remaining backwards compatible Compile shaders Resize vertex cache buffer when out of space Use descriptor set for vertex cache so that it doesn't need to be set with an attribute (which would be set too early if resize is needed) Compile shaders Fix decompressing normals in skinning compute shader Add back vertex cache request batching now we know everything works
40 Days Ago
Add back vertex cache request batching now we know everything works
40 Days Ago
Fix decompressing normals in skinning compute shader
41 Days Ago
Compile shaders
41 Days Ago
Use descriptor set for vertex cache so that it doesn't need to be set with an attribute (which would be set too early if resize is needed)
41 Days Ago
Resize vertex cache buffer when out of space
41 Days Ago
Use remaining bytes in extra shader data to hold base vertex cache offset, add another vertex id lookup buffer relative to meshes vertex buffer size offsets - this allows correct indexing into cached vertices while remaining backwards compatible Compile shaders
42 Days Ago
Compile shaders
42 Days Ago
Don't run morph code when using vertex cache
42 Days Ago
Fix incorrect offset to CalculateMorphSubrectData
42 Days Ago
Define MORPH_TEXTURE_ATLAS_WIDTH as g_nMorphTextureAtlasWidth when in compute
42 Days Ago
Compute morphs, normals and tangents in skinning compute shader
42 Days Ago
Decode cached vertex normals and tangents
42 Days Ago
Don't call CalculateInstancingObjectToWorldMatrix when using D_CS_VERTEX_ANIMATION, it's already calculated in the cache
42 Days Ago
Add SV_VertexID to VS_INPUT, this can be used for indexing vertex cache instead of using D_MORPH nVertexIndex
43 Days Ago
Make sure both buffers are destroyed
43 Days Ago
Compile shaders
43 Days Ago
Add octohedral_encoding.fxc Add skinning_cs.shader Try and use animated vertex cache when D_CS_VERTEX_ANIMATION is enabled Store vb size offsets in rendermesh Create GPU buffers for skinned vertex cache and vertex cache offsets Dispatch requested vertex cache updates Animatables requests vertex cache updates