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1,426 Commits over 1,127 Days - 0.05cph!

1 Year Ago
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
1 Year Ago
Fix vr_stencil geom shader failing to compile as antlr hates preprocessor maths
1 Year Ago
Fix CVfx::CreateFromResourceFile using wrong named block for spir-v Fix visualize_depth shader
1 Year Ago
Hammer: asset.party materials tagged with "decal" will create an info_overlay on drag so you can put bird shit everywhere
1 Year Ago
Same DX11 texture streaming crash fix for Vulkan
1 Year Ago
Fix some shader warnings Latest compiled shaders with DX11 + Vulkan
1 Year Ago
Delete unused "pre baked vertex animation" combo from complex
1 Year Ago
Undo accidental changes to DX11 light cbuffers
1 Year Ago
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)
1 Year Ago
Re-enable VrLightBinnerSingleLightFastPath this is most definitely being used Hot fix shadergraph, compile dxbc only
1 Year Ago
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
1 Year Ago
Fix race for generated hlslvariables file
1 Year Ago
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
1 Year Ago
Let -fast disable vfx_vulkan optimizations
1 Year Ago
Rebase fix for new shadergraph path
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Fix orphan detection doing nothing, it was tailored for content/game folders
1 Year Ago
CI wasn't using that bat 🤦 delete orphans from workflow file
1 Year Ago
Delete orphans with CI
1 Year Ago
Compiled core/base shaders spv only
1 Year Ago
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 😵‍💫😵‍💫😵‍💫
1 Year Ago
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding Make sure we're compiling DXBC + SPIRV (unless opted out)
1 Year Ago
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
1 Year Ago
Update dotnet runtime redistributable to 7.0.7
1 Year Ago
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 😵
1 Year Ago
Recompile all core shaders spirv only ( 107m on an 12900kf ;0 )
1 Year Ago
[pick] I dunno where this should belong, but it really shouldn't be core [pick] vr_lighting uninitalized var warning fixes
1 Year Ago
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
1 Year Ago
Allocate more device access threads for the .net thread pool
1 Year Ago
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)
1 Year Ago
Remove GetShaderFullPath legacy shader replacement hacks, nothing should be relying on this encoded_normals.fxc fixes postprocess_standard_p*.shader fixes
1 Year Ago
Update dxc & add pdbs ( I was gonna debug a crash with these pdbs, but updating seems to have fixed it 🤷 ) Delete debug code
1 Year Ago
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
1 Year Ago
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
1 Year Ago
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
1 Year Ago
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)
1 Year Ago
Fix minor old assert breaking debug builds
1 Year Ago
Map missing asset resolver ignores _bakeresourcecache
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Tag rendersystem for Sentry
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Plug into our shadingmodel Hard code low/med/high cbuffers Add depth prepass, hardcode some more tree cbuffers
1 Year Ago
Implement WindSdk code, setup cbuffers manually at 50% speed for now, add uv data
1 Year Ago
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
1 Year Ago
Soundscapes always transmit, should fix long initial delay
1 Year Ago
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
1 Year Ago
Fix some more questionable crap I did Fix texture compiles being dark, typoed SrgbGammaToLinear instead of SrgbLinearToGamma 🤦