usermattcancel

1,411 Commits over 943 Days - 0.06cph!

11 Months Ago
Delete unused "pre baked vertex animation" combo from complex
11 Months Ago
Undo accidental changes to DX11 light cbuffers
11 Months 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)
11 Months Ago
Re-enable VrLightBinnerSingleLightFastPath this is most definitely being used Hot fix shadergraph, compile dxbc only
11 Months 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
11 Months Ago
Fix race for generated hlslvariables file
11 Months 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
11 Months Ago
Let -fast disable vfx_vulkan optimizations
11 Months Ago
Rebase fix for new shadergraph path
11 Months 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
11 Months 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
11 Months Ago
Fix orphan detection doing nothing, it was tailored for content/game folders
11 Months Ago
CI wasn't using that bat 🤦 delete orphans from workflow file
11 Months Ago
Delete orphans with CI
11 Months Ago
Compiled core/base shaders spv only
11 Months 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 😵‍💫😵‍💫😵‍💫
11 Months Ago
Latest core shaders (spirv only oops) with hopefully correct light cbuffer padding Make sure we're compiling DXBC + SPIRV (unless opted out)
11 Months 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
11 Months Ago
Update dotnet runtime redistributable to 7.0.7
11 Months 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 😵
11 Months Ago
Recompile all core shaders spirv only ( 107m on an 12900kf ;0 )
11 Months Ago
[pick] I dunno where this should belong, but it really shouldn't be core [pick] vr_lighting uninitalized var warning fixes
11 Months 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
11 Months Ago
Allocate more device access threads for the .net thread pool
11 Months 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)
11 Months Ago
Remove GetShaderFullPath legacy shader replacement hacks, nothing should be relying on this encoded_normals.fxc fixes postprocess_standard_p*.shader fixes
11 Months Ago
Update dxc & add pdbs ( I was gonna debug a crash with these pdbs, but updating seems to have fixed it 🤷 ) Delete debug code
11 Months 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
11 Months 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
11 Months 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
11 Months 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)
11 Months Ago
Fix minor old assert breaking debug builds
11 Months Ago
Map missing asset resolver ignores _bakeresourcecache
11 Months 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
11 Months 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
11 Months Ago
Tag rendersystem for Sentry
11 Months 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
11 Months 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
11 Months Ago
Plug into our shadingmodel Hard code low/med/high cbuffers Add depth prepass, hardcode some more tree cbuffers
11 Months Ago
Implement WindSdk code, setup cbuffers manually at 50% speed for now, add uv data
11 Months 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
11 Months Ago
Soundscapes always transmit, should fix long initial delay
11 Months 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
11 Months Ago
Fix some more questionable crap I did Fix texture compiles being dark, typoed SrgbGammaToLinear instead of SrgbLinearToGamma 🤦
11 Months Ago
Fix threading issue in navgen too
11 Months Ago
Delete some unused tier0 files Fix threading issue in raytraceenvironment, be more explicit and capture the lambda parameters earlier when the job is queued not executed
11 Months Ago
New tier0 threadpool code from Valve * Functor processors removed in favor of std::function jobs (lambdas) * QueueJob always returns a SmartPtr now * JF_PER_FRAME flag added for scheduling jobs to be completed this frame * Improvements to contention by putting stuff on cachelines * New simple ParallelFor usage: ```cpp ParallelFor( 0, 10, []( int n ) { Msg( "%d\n", n ); } ); ``` The fun part: replaced all functor thread jobs with lambdas, and make it work with SmartPtrs This is just done manually by me and isn't from Valve, so there's likely a few cock ups - but everything I've tested has been good. Fix all occurences of WaitForFinishAndRelease() on smart ptrs
11 Months Ago
Fix all occurences of WaitForFinishAndRelease() on smart ptrs
11 Months Ago
New tier0 threadpool code from Valve * Functor processors removed in favor of std::function jobs (lambdas) * QueueJob always returns a SmartPtr now * JF_PER_FRAME flag added for scheduling jobs to be completed this frame * Improvements to contention by putting stuff on cachelines * New simple ParallelFor usage: ```cpp ParallelFor( 0, 10, []( int n ) { Msg( "%d\n", n ); } ); ``` The fun part: replaced all functor thread jobs with lambdas, and make it work with SmartPtrs This is just done manually by me and isn't from Valve, so there's likely a few cock ups - but everything I've tested has been good.
11 Months Ago
Remove ui test that doesn't exist