1,762 Commits over 1,522 Days - 0.05cph!
Target > SV_Target0 & out with reflection combo
Remove Dynamic Reflections feature from shaders & crumbs from lighting.fxc
Remove Reflections.hlsl and both instances of Reflection() mode in our shaders
Remove C++ side of Dynamic Reflections, this is becoming a component like SSAO & going to use DepthNormals
Remove FramebufferScratchTexture, it was used to fetch a rendertarget over multiple frames easily and only meant to be used on dynamic reflections in native side, our C# RenderTarget is equivalent to it
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold
GTAO uses Normals::Sample() instead of recalculating normals from depth
https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold
GTAO uses Normals::Sample() instead of recalculating normals from depth
https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
Up TEXTURE_COMPILER_VERSION_MIP_GGXCUBEMAPBLUR version ( Negative cubemap color check )
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior
Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer
[pick] Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
Some float skyboxes have negative color, don't sample negative values when doing GGX filtering
https://files.facepunch.com/sampavlovic/1b1411b1/mspaint_YDO07zEdFf.png
DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps
Build shaders with bindless lightmaps
Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting
Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now
Bindless Light Probe Volumes
Actually bind bindless lightmaps
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis
Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization
Start bindless lightmaps & light probe volume
Remove ToolsVis Mode (#1763)
* Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
* Remove ToolsVis() MODES from all shaders 🙏🏻
* Remove ToolsWireframe and ToolsVis from shadergraph template
* Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
* Compiled shaders with branched ToolsVis
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
Remove ToolsVis() MODES from all shaders 🙏🏻
Remove ToolsWireframe and ToolsVis from shadergraph template
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
Compiled shaders with branched ToolsVis
Compiled shaders with branched ToolsVis
Accidentally yanked Src/DstBlend from Spritecard, also bring back shading complexity to it even if it makes code awful for now
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
Remove ToolsVis() MODES from all shaders 🙏🏻
Remove ToolsWireframe and ToolsVis from shadergraph template
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc
Init ToolsVis color to gray if mode is not supported, same behaviour as before
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos
ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own
Rest of shaders that do custom toolsvis behavior with new api
Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system
Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
Add GetFirstTextureParam() to get first declared texture from shader, used to fetch the convoluted RepresentativeTexture/LightSim_DiffuseAlbedoTexture attributes without explicit declaration
Allow material representative texture for VRAD be infered by the first texture parameter on shader if DiffuseAlbedoTexture is not set, allows to clean up all this material api & lets shadergraph shaders be rendered properly on vrad
https://files.facepunch.com/sampavlovic/1b0611b1/aocrkIAnQN.png
Remove configdefaults.PLAT.vcfg, completely bullshit for us
PerViewLightingConstantBuffer_t completely unused
[Pick] Remove configdefaults.PLAT.vcfg, completely bullshit for us
Mac/Linux Add Developer-BuildAll.sh for Posix to make it easier to debug, but without tools
Mac/Linux: Use static version of gamenetworkingsockets, cuts a lot of the mess of dependency hunting
Mac: OSX doesn't allow setting DYLD PATH from the application itself, make it parse these relative to the current directory, load correct steam DLL regardless of platform
Mac: Fix sed and FILE struct for mac, should work on linux too, I'll double check, getting this to boot on mac/linux again and slowly trickling this branch to master
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
Reenable rendersystem for console apps for map compilation
Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
Fix indirect IBL fog not working
https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
Do view vector TAA jitter for fog on native instead off shader, proper way to handle this specially on thin surfaces
https://files.facepunch.com/sampavlovic/1b1911b1/B2DSaqPTHe.jpg
Be able to fetch all light information with Light::Count() and Light::From(), while doing all optimization from tiled lighting etc
Move light.hlsl to common/classes/Light.hlsl, start unfucking it, make it have same structure as everything else
DynamicLight refactor
Refactor StaticLight class, can do Light::From() to get all lights (static/dynamic) at once
https://i.imgur.com/jqko5ON.mp4
Fuck of with light.environment, light.dynamic and light.static are just in Light.hlsl instead of own internal files
Move shadow functions to Shadow.hlsl, much like BRDF.hlsl, will make it easy for us to upgrade, move LightMap definitions to Light.hlsl
Vr_lighting never directly referenced from any of our hlsls now, tonemaps in lighting.fxc never used and even if used shouldn't be there
Untangle this stuff
Use ProbeLight::UsesProbes() and LightmappedLight::UsesLightmaps() to see if drawcall is using these instead of insane combo ifdefs directly, makes it easy to remove a combo too
Remove lightmapping combos from sbox_pixel (should fuck that file off entirely), move to shadingmodel.hlsl, keep D_BAKED_LIGHTING_FROM_LIGHTMAP for vertex.hlsl, SupportsLightmapping attribute seems unused
Revert "Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels"
Fucked, need to get rid of this stupid SupportsLightmapping attribute and just do it directly
Rewrite AmbientLight into a class, stub
Handle AmbientLightKind::LightMapProbeVolume and AmbientLightKind::EnvMap
Move BRDF stuff to BRDF.hlsl, organizes it and makes it easier to move to CS2's one with multiscatter
Adjustments for AmbientLight, disable subsurface scattering for this class for now
ToolsVis ambient occlusion doesn't take AmbientLight
Lightmapping combos go on shadingmodel, Lightmapping definiton should be in shadingmodel.hlsl not Material.hlsl, material should be only a contract to shadingmodels
Add namespace_name to antlr grammar so that we can do "type Class::Function()" definition instead of defining all in class itself, we should just let it accept any HLSL
Remove crumbs of ToolsShadingComplexity, we can replicate quad overdraw in almost every material without a special mode, shading complexity itself is on toolsvis now, toolsvis class
There's also a duplicate shading complexity shader
Lightmapping combos go on shadingmodel
Fix typos
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything
EnvironmentMap::From to calculate all envmaps on a position
PerViewLightingConstantBuffer_t completely unused
environmentmapped bool is bullshit now that cubemaps are gpu driven, add stub EnvironmentMapping.hlsl
Detangle all of this, vr_lighting never directly referenced from any of our hlsls now