userSam Pavloviccancel
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728 Commits over 1,581 Days - 0.02cph!

Today
Use normal to calculate normal direction of capsule light, makes it non-bendy
Today
Capsule and Sphere lights Staging https://files.facepunch.com/sampavlovic/1b1411b1/KSdcCVtuz8.png
Yesterday
Arealights2 Staging Update shaders
4 Days Ago
Rename legacy tonemapper to linear, upgrade existing ones using legacy to HableFilmic
6 Days Ago
Use linear tonemapping curve instead of hable if none of our managed ones are applied, same behavior we'll have on IPostProcessSystem removal
7 Days Ago
Don't do atmospherics on toolsvis wtf Make sure LPVs and lightmaps are resident with highest priority for bindless rendering, same behavior as valve's doing, should solve the texture corruption in hammer maps
8 Days Ago
Ensure depth fast path is using same material similarity for batching, should fix hammer crashes, re-enable depth fast path for prepass
8 Days Ago
Temp revert depth pass optimizations for depthnormal layers to fix hammer crash, looking into it
9 Days Ago
Flag DepthNormal prepass as a depth pass ( scenesystem optimization ) but don't override it's material since we output to color
9 Days Ago
We're putting fullsort on small prepass which isn't what we want, should be only on large prepass
9 Days Ago
Bring back two-pass depth prepass with big/small sorting
9 Days Ago
Can't always imply pView->GetMainViewport() matches swapchain, make it calculate size of swapchain for passing to managed pipeline
9 Days Ago
Compile shaders
9 Days Ago
Shaded Prepass should always have conservative clipping for prepass
9 Days Ago
DepthNormal G-Buffer Rendering Mode (#1766) * DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH * DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels * 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 * 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 * Bind ClearFlags, this should probably be implicit * Just use DepthNormalPrepassLayer, use depthnormal mode again * Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost * Fix typo on gtao * Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png * DepthNormals mode fallback if shader doesn't have it * Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match * Apply offset when sampling Prepass Normals https://files.facepunch.com/sampavlovic/1b0411b1/dfC5VELlYw.png * Use Depth MODE instead of DepthNormals for DepthNormals * Enable shadow fast pass properly, make it use depth_only shader * update shaders with depthnormal * Shader template uses S_MODE_DEPTH combo
10 Days Ago
Downsample does gamma correction if doing gaussian blur, fixes NAN and overbrightening on glass, ui blur and bloom2
11 Days Ago
Make Blur postprocess much faster while being also higher quality by using mip chain instead of doing gaussian blur inline
11 Days Ago
Add texture barriers for Graphics.MipmapGen, ensures that mips for bloom2 won't be read from the previous frame
11 Days Ago
Move tonemap to commandlist so that it's rendered over postprocesses that uses commandlist
16 Days Ago
CommandList has parameter to grab texture with mips
20 Days Ago
Pass number of dynamic lights in tile rather than all light counts, fixes Light::From() giving wrong results ( #7712 )
22 Days Ago
Fix m_bCaptureWithRenderDoc never being initialized and causing it to be captured infinitely (#1830)
22 Days Ago
Make baked light complexity only count indexed lights Update shaders
23 Days Ago
Fix light probe volumes being sampled in wrong color space, mainly made it's light index be wrong
23 Days Ago
Fix toolsvis fucking alpha of existing translucent materials
25 Days Ago
Fix drop shadow tint not being consistent with CSS Box https://files.facepunch.com/sampavlovic/1b1811b1/0Mw5OMuyj4.png
25 Days Ago
Fix flickering shit on foliage by using conservative alphatest https://files.facepunch.com/sampavlovic/1b1811b1/JjzPJ3w0dN.png
25 Days Ago
Fix stationary lights being treated as dynamic lights (#7667)
25 Days Ago
Add albedo absorption parameter to glass https://files.facepunch.com/sampavlovic/1b1811b1/GpgOqFCTvs.png
26 Days Ago
Remove duplicate nvpatch postbuild event Avoid using parallax for diffuse IBLs, it's causing issues with non-uniform scaled envmaps for minimal actual gains https://files.facepunch.com/sampavlovic/1b1711b1/SMr1GfypB3.png
29 Days Ago
Feathering from legacy maps should point outwards rather than innards, still approximate with current behavior of world units
31 Days Ago
Readd IndirectLightScale property to lighting entities for enhanced control over light bounce brightness, values beyond 1.0f are not energy conserving https://files.facepunch.com/sampavlovic/1b1311b1/sbox-dev_6TJvtGnbXi.png
31 Days Ago
Revert "Use Unix trailing paths for codegen" This reverts commit eb86cb41a20dc2d3b57a0b5a67b2be5563d4d513.
31 Days Ago
Mac/Linux build scripts Mac: Add Makefile for VPC so we can actually build it without actually having vpc Rename some IOSALL flags to just PLATFORM_APPLE, we always imply arm64 SDL_config doesnt always imply windows Update gitignore Mac: Managed Build Scripts, no need for nvpatch for non-windows targets Use Unix trailing paths for codegen
37 Days Ago
We aren't using m_pTransformBufferPrevData and probably won't need to with compute transforms, also remove m_hTransformTexture which has been deprecated for years
43 Days Ago
Add support for custom I16F color format, a generic grayscale 16-bpp float texture, unlike R16F it'll sample all channels to gray (#1813)
45 Days Ago
Update shaders Fix implicit truncation
45 Days Ago
Mode fallback / VrForward > Forward (#1805) * Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward() * VrForward > Forward, reverse fallback so that old shaders with VrForward use that still * Remove duplicate Forward() and remove DepthNormal fallback * Put mode fallbacks on materialsystem init instead of gameinfo
45 Days Ago
GrabFrameTexture/GrabDepthTexture returns grabbed render target instead of void
45 Days Ago
Use BC7 for default material input, higher precision than DXT5, this whole material input stuff feels like bogus now Make sure we don't composite SSAO/SSR to glass, this can handled better https://files.facepunch.com/sampavlovic/1b2911b1/rcWAoleK3t.png
50 Days Ago
Make shaders compile with Vulkan 1.2, allows for wave ops instructions used in new SSR, etc Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics Bitch when variables are uninitialized in HLSL, can cause all sorts of weird undefined behavior in certain drivers Fix warnings on all shaders, remove D_EYE_WHITE (bullshit?) Avoid sampling diffuse cubemap for fog at lod0 to not have fireflies like in Eagle One Rain Demo
51 Days Ago
Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit de7b93d17c7a036a567347794ca51163132ef42a. Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders Initialize vertex output of lightmap uv when lightmapping is disabled Update drivers with bindless lightmaps & amd fix
52 Days Ago
Bindless lightmaps/Lightmap Combo Removal (#1765)
54 Days Ago
Overlay is considered a game layer since it draws to color, fixes depth prepass for overlays, remove overlay prepass from renderpipeline_standard
54 Days Ago
CommandList.GetRenderTarget with SizeFactor, don't allocate DepthTexture for it since it's not being used anywhere yet
59 Days Ago
Up TEXTURE_COMPILER_VERSION_MIP_GGXCUBEMAPBLUR version ( Negative cubemap color check )
60 Days Ago
Some float skyboxes have negative color, don't sample negative values when doing GGX filtering https://files.facepunch.com/sampavlovic/1b1411b1/mspaint_YDO07zEdFf.png
2 Months Ago
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
2 Months Ago
Accidentally yanked Src/DstBlend from Spritecard, also bring back shading complexity to it even if it makes code awful for now
2 Months Ago
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