12 Commits over 120 Days - 0.00cph!
New rendersystemvulkan & vfx_vulkan
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[?] My last few questionable shader fixes I need to go over
Recompile all core shaders (spv only)
Compiled base shaders (spirv only)
[breaking change?] Pack light type in extra light data and make it all align in 128 bits for dxc
[?] Fix water on vulkan
Keep error.shader with both dxbc and spirv
Fix warnings on mathlib_base.fxc
Pack light type in extra light data and make it all align in 128 bits for dxc
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size
Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it
Fix projected_sheet_decals
Don't use d3dcompiler helpers on vulkan DXC compiler, fix hlsl processor handling of include files
Temp fix DXC not interpreting ShadingModel interface correctly
Remove generate_decal_normals
If we didn't find error shader don't bother trying to find a fallback you wouldn't get, just remove the layer, allows us to compile shaders from scratch with everything removed
Fix projected_decals crashing shader compiler
Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap
Yank away solidcolor, seems only old glow used it
Fix warnings and errors in vfx compilation for vulkan