1,426 Commits over 1,127 Days - 0.05cph!
Don't need to collect vfx manually here anymore
Make new material use the right shader
Move core/base shader check to AddAsset so package references don't try to upload core shaders too
Fix vr_stencil geom shader failing to compile as antlr hates preprocessor maths
Fix CVfx::CreateFromResourceFile using wrong named block for spir-v
Fix visualize_depth shader
Hammer: asset.party materials tagged with "decal" will create an info_overlay on drag so you can put bird shit everywhere
Same DX11 texture streaming crash fix for Vulkan
Fix some shader warnings
Latest compiled shaders with DX11 + Vulkan
Delete unused "pre baked vertex animation" combo from complex
Undo accidental changes to DX11 light cbuffers
RenderTools::Draw - stick to instanceid input layout, fixes water and world panels (I'm pretty sure it's the shaders using this wrong, but I'll come back to it)
Re-enable VrLightBinnerSingleLightFastPath this is most definitely being used
Hot fix shadergraph, compile dxbc only
New rendersystemvulkan & vfx_vulkan
RenderTools::Draw handle input layout variation better
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
::lerp fix for FXC, couple of double layer define fixes
Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders
Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
Fix race for generated hlslvariables file
Fix race for generated hlslvariables file
New rendersystemvulkan & vfx_vulkan
RenderTools::Draw handle input layout variation better
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
::lerp fix for FXC, couple of double layer define fixes
Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders
Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
Let -fast disable vfx_vulkan optimizations
Rebase fix for new shadergraph path
New rendersystemvulkan & vfx_vulkan
RenderTools::Draw handle input layout variation better
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
::lerp fix for FXC, couple of double layer define fixes
[?] Fix water on vulkan (moves the water??)
[pick] Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Lightbinner doesn't need all this dynamic shit, max lights is compiled into shaders
Split lightbinner into legacy and new paths, strip loads of shit that Sam pinky promises me is unused
Compiled spv shaders
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
[?] Fix water on vulkan
Make sure we're compiling DXBC + SPIRV (unless opted out)
[pick] Invalid shader handle checks in CVideoPlayerProvider::PresentYUV420Texture
New PerViewLightingConstantBufferVr_t for Vulkan, remove unused and realign, stop using structs in a cbuffer :x
Fix orphan detection doing nothing, it was tailored for content/game folders
CI wasn't using that bat 🤦 delete orphans from workflow file
Compiled core/base shaders spv only
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
This should be the proper fix for extra light data, add padding to struct for Vulkan only so we don't break DX11
Messy code, but need to test if the alignment works first
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding
Make sure we're compiling DXBC + SPIRV (unless opted out)
Revert all that shit, it aligns just fine in the first place 😵💫😵💫😵💫
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding
Make sure we're compiling DXBC + SPIRV (unless opted out)
This should be the proper fix for extra light data, add padding to struct for Vulkan only so we don't break DX11
Messy code, but need to test if the alignment works first
Update dotnet runtime redistributable to 7.0.7
Delete unused generate_decal_normals
Shader warning/error fixes
Strictness shader fixes
Shader Resource V2 - Has a DXBC & a SPIRV block, V1 resources still work as DXBC
Don't update special dependency version number for shaders, otherwise we'll fuck all v1 resources 😵
Recompile all core shaders spirv only ( 107m on an 12900kf ;0 )
[pick] I dunno where this should belong, but it really shouldn't be core
[pick] vr_lighting uninitalized var warning fixes
Re-enable our IMalloc passthrough for DXC, improves our build times on many threads
Reuse the DxcCompiler instance for preprocessing and compiling in the same thread
Revert to slightly older dxc until #5270 is resolved
Allocate more device access threads for the .net thread pool
New rendersystemvulkan & vfx_vulkan
Shader resource v2 has dxbc and spirv blocks, if a block doesn't exist will use a fallback shader
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
[pick] Minor shader fixes where DXC is more strict about you being stupid
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[temp] Disable crashing water so I can stabilize everything else first
Compiled core shader resources with DX11 & Vulkan blocks
Compiled base shaders (spirv only)
Remove GetShaderFullPath legacy shader replacement hacks, nothing should be relying on this
encoded_normals.fxc fixes
postprocess_standard_p*.shader fixes
Update dxc & add pdbs ( I was gonna debug a crash with these pdbs, but updating seems to have fixed it 🤷 )
Delete debug code
Fix mem leaks in vfx_vulkan, use smart ptrs to not fuck ourselves over again
[pick] encoded_normals.fxc fixes, we shouldn't be using PixelInput in core stuff anywhere
New rendersystemvulkan & vfx_vulkan
Shader resource v2 has dxbc and spirv blocks, if a block doesn't exist will use a fallback shader
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
[pick] GetShaderFullPath: remove shader replacements and legacy prefix substitutes
[pick] Minor shader fixes where DXC is more strict about you being stupid
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[temp] Disable crashing water so I can stabilize everything else first
[squash] rendersystemvulkan: fix minor deprecated warnings
[squash] rendersystemvulkan: Match renderthreadvulkan changes 1:1 w/ Valve
[pick] compile fixes for postprocess_standard_p*.shader
Compiled core shader resources with DX11 & Vulkan blocks
Compiled base shaders (spirv only)
Remove device extension entrypoints & add volkLoadDevice
Fix crash when minimzing with a fake swapchain when swapchain extents are 0,0 - higher level code assumes there is always a valid HRenderTexture
[squash] more parity with Valve's code making it easier for future changes
Remove device extension entrypoints & add volkLoadDevice
Fix crash when minimzing with a fake swapchain when swapchain extents are 0,0 - higher level code assumes there is always a valid HRenderTexture
New rendersystemvulkan & vfx_vulkan
Shader resource v2 has dxbc and spirv blocks, if a block doesn't exist will use a fallback shader
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
[pick] GetShaderFullPath: remove shader replacements and legacy prefix substitutes
[pick] Minor shader fixes where DXC is more strict about you being stupid
Tag rendersystem for Sentry
Use compute shader for bloom on Vulkan & fix uav barriers
[temp] Disable crashing water so I can stabilize everything else first
[squash] rendersystemvulkan: fix minor deprecated warnings
[squash] rendersystemvulkan: Match renderthreadvulkan changes 1:1 w/ Valve
[pick] compile fixes for postprocess_standard_p*.shader
Compiled core shader resources with DX11 & Vulkan blocks
Compiled base shaders (spirv only)
Fix minor old assert breaking debug builds
Map missing asset resolver ignores _bakeresourcecache
Remove FSR from renderingpipeline ( been gone from settings forever )
ShadingModel: use classes instead of structs where we have member functions
Glass shader: be explicit with Material::lerp usage
Fix ShadingModelStandard not using adjusted alpha to coverage opacity
Use compute shader for bloom on Vulkan & fix uav barriers
Fix visualize_depth shader
Disable crashing water so I can stabilize everything else first
Fix minor deprecated warnings
Tag rendersystem for Sentry
Remove FSR / Passthrough
Fix weird classes shit in shaders
Fix tiled light builder (fucked on master too????)
this shader include is so fucked, work around it
New rendersystemvulkan & vfx_vulkan
Shader resource v2 has dxbc and spirv blocks, if a block doesn't exist will use a fallback shader
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
GetShaderFullPath: remove shader replacements and legacy prefix substitutes
Minor shader fixes where DXC is more strict about you being stupid
Compiled core shader resources with DX11 & Vulkan blocks
Compiled base shaders
Plug into our shadingmodel
Hard code low/med/high cbuffers
Add depth prepass, hardcode some more tree cbuffers
Implement WindSdk code, setup cbuffers manually at 50% speed for now, add uv data
Just use floats for poc, I can't believe how difficult it is to pass a R8G8B8A8 format attribute to a shader
Shader with all the vertex data
Soundscapes always transmit, should fix long initial delay
speedtree sdk + vpc scripts
binaries
Speedtree SDK to DMX serializer for RenderMeshFile node
* convert stsdk compressed vertex stream to our own, 32 bytes is good
* compressed vertex stream contains packed normals & wind data
* imports each lod & material
Fix some more questionable crap I did
Fix texture compiles being dark, typoed SrgbGammaToLinear instead of SrgbLinearToGamma 🤦