userSam Pavloviccancel
branchsbox/hackweek-android-quest2cancel

15 Commits over 0 Days - ∞cph!

2 Years Ago
Update vpc
2 Years Ago
Add iconv Find ld from android ndk and fix LINUX_LIKE string
2 Years Ago
Add missing dependencies for msys
2 Years Ago
Add msys2 binaries to subfolder of devtools Cleanup Pass shell variable to make, makes it so we don't need to hack the path in Also pass shell for these rather than the default shell Redo makefile_base_posix closer to what valve did but without needing much undocumented preconfiguration Append the platform we are targeting, update vpc and gitignore
2 Years Ago
Don't include windows-only headers, add ANDROID_NDK_TOOLCHAIN_DIR and ANDROID_PLATFORM definition to VPC tunneling, cleanup base makefile
2 Years Ago
Start getting builds to work, requires msys2 right now
2 Years Ago
Remove P4 crap from posix
2 Years Ago
Make VPC projectgenerator for android include multiple macros, Use Microsoft NDK instead of Google NDK, pass those macros to makefile_base_posix instead of duplicating them
2 Years Ago
Don't gitignore makefile_base_posix Don't use cross compile make, use the one from NDK, deprecate any android target that isnt androidarm64
2 Years Ago
Update gitignore Add coreclr as submodule Update Mobile-Android-BuildAll batch file to use android building Add coreclr vpc Require android sdk + ndk for generating project files Merge branch 'hackweek-android-quest2' of sbox into hackweek-android-quest2
2 Years Ago
Remove jni_env and app_resources, gotta work around that, start building for Android AARCH64
2 Years Ago
Add glslang
2 Years Ago
Remove multigpu from vulkan, readd GetMaxDeviceAccessThreads() Fix typos on coreclr and remove unittests from group Add preliminary Developer-Android-Buildall batch
2 Years Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading Correct box hit algorithm for tiled light builder Fix shadow rescaler Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps Fix shader compilation Fix spritecard compilation Initial work for VR Instancing for tiled light rendering Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects Remove magic number and reproject view for tiled light builder Treat warnings as errors on shader compilation on internal builds Make tile resolution proportional https://i.imgur.com/2knXfUw.png Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects Fix warnings on blendable and commit shader objects Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar Update shader objects GPU driven Depth Culling for tiled rendering Use half tile offset for tile coordinates Update FloatSliderProperty Minimum and Maximum to be better coupled with the underlying FloatSlider's Minimum and Maximum Add BindingFlags.NonPublic to SetPropertyObject Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up Return max depth for tile, update object files Add r_tiled_rendering_depth_cull Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦 Tiled Rendering Support Reduce queryable size of sphere, optimizes tile volume skip backfacing queries on tiled light builder Cleanup, dont pass depth on non depth prepass Transform camera ray, fix typos when doing box intersection, oops You should be seeing the good perf gains from tiled now fix last cubemap not being sorted Initial boilerplate Merge branch 'hackweek-android-quest2' of sbox into hackweek-android-quest2
2 Years Ago
Initial boilerplate