645 Commits over 1,461 Days - 0.02cph!
Pass current view to be used as parent view in RenderTools.RenderScene, this lets lightbinner cache shadows properly between SceneCamera views on the same world, but doesn't affect SceneSunlight though
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture
Hammer uses same shadow atlas as everything else
Add SwapChainSampleableDepth to gameinfo, we always want sampleable depth, fixes decals, light culling and reflections not working on Scene
Use Complex & Dynamic Reflections to relevant dev_metal_rough/dev_nonmetal_rough materials
Reenable r_tiled_rendering_depth_cull, r_tiled_rendering doesnt need to be fcvar_archive anymore
r_tiled_rendering_depth_cull: Better to flag it as FCVAR_NONE for now
Move specialized parts from renderpipeline into their own files, implement dynamic reflections into procedurallayerrender
Add depth downsample layer, replace CVrComputeShaderRenderer with generic one
Cleanup dynamic reflections layer
Move depth downsample to it's own neat layer, use specialized depth resolve for another image format
disable depth cull for tiled rendering while I figured why certain tool views can't resolve intermediary depth, temporarialy fixes lights and cubemaps on Scene editor
Vulkan compile for depthresolve_cs
Remove r_resolution_scale not referenced anywhere
Remove deprecated renderingpipeline stuff that was never even used
Compiled shaders with aoproxy fixes
Aoproxy composition: Fetch the texel with lowest distance, make it much simpler, fixes ugly black artifacts, darkern directional ao a bit more
https://i.imgur.com/Laib79y.png
Remove last crumbs from fsr
Update shaders from a clean compile
Make PerViewRuntimeFastPathLightingConstantBuffer match vulkan what's on c++, compiler is still optimizing some constants out though
Initialize multiview parameters on spritecard shaders
Fix copytexture coordinates hi-z depth, fixes dynamic reflections on tools
https://i.imgur.com/Qn3vHPl.png
Fix small fog clipping on seamless entry for fog
Fix framebuffer copy scale for water
Do softer collision on ripplecompute, fixes aliasing on screen border
Compiled complex with parallax fixes
Don't offset shadow position by parallax, causes problems when shadowing lights in parallel angles to the surface sboxgame/issues/issues/3349
Fix black borders on viewmodel ao when changing resolution and add thickness factor for back tracing
Fix 4 way blend on blendable
Screen-Space Reflections (#736)
Update compiled shaders with AO changes
[Pick] Composite baked AO into diffuse lighting
Much more accurate and faster way to calculate max depth on tiled light building by using depth hierarchy, increase tile size to
[Pick] add MinMax downsample operator for Hi-Z depth buffer, this will help us do some GPU occlusion tests and trace what's between SSR geometry
Fix atmospherics not showing up on editor for shadingmodel shaders
Compiled shaders
Be more lenient on light direction validation mask for directional AO, make sure that aoproxies don't clip through citizen's arms
Directional AO can use more steps now that it's cheaper
Do finer steps on soft shadowing of directional AO
https://i.imgur.com/VDwm44j.png
[ pick ] Pick reprojection transform constants from SSR branch
[ Pick ] let reflections api be more generic to use
Add ffx_sssr shader headers from SSR branch
Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different
Backport Hierarchical Z Downsample and FindOrCreateFrameBufferTexture from SSR branch, clean it up
Use multiview variant for calculating camera direction
Shader objects for VR and high precision lighting fixes
Fix glass behaviour being transparent when writing screenshots, flags to shadingmodel to fill alpha
Reenable multiview instancing on PS code for now, fixes reflections and lights projecting incorrectly in VR
Fix mixed lights having incorrect behavior when disabing high precision lighting offset, same behavior as before with it enabled
Fix warnings on rendering transparents, LAYERFLAGS_READONLY_DEPTH_STENCIL disables depth access?? Just really needs LAYERFLAGS_DOESNT_MODIFY_DEPTH_STENCIL_BUFFER, remove vr_readonly_depth_stencil_enable since it's pretty redundant
Vulkan compile for wireframe shaders
Set wireframe color as an attribute rather thaan dedicating a whole cbuffer to it, fixes hammer wireframe being dark as well since that data was not being set correctly
Fix shadows and area lights on vulkan removing unused parameters that were fucking cbuffer alignment
Remove more unused shit from shaders, separate lighting constants between legacy and non legacy in shader code, initialize light code in DoLightShape
Fix errors on light.static.hlsl
Fix mixed shadows blinking black on activation, make them fade properly
Better Viewmodel Shadows (#1119)
Cache PVS on scope and do UpdateMixedShadowsComputations as a job, ~10x speed increase, do calculations every 200ms rather than 100
Add Tiled Rendering Quads to debug view list
Fix foliage in VR, let's rethink how we do multiview API later..
Lightbinner Separation between VK/D3D11 (#1133)
* Add LightBinnerLegacy so we don't kludge our lightbinner with stuff we can't change on d3d, rename our main lightbinner to LightBinnerStandard
* Remove deprecated cbuffers
* Add lightbinner_legacy, separate both lightbinners based on the rendering system we use
Compile glass on vulkan, have proper curve for albedo color absoption for shadows