usermattcancel

1,708 Commits over 1,219 Days - 0.06cph!

1 Year Ago
Rework parts of CLightCookieManager to prevent crashing and optimize slightly * Don't create new light cookies when we exceed the max, otherwise we'll just fucking crash * Don't needlessly update the texture slices of removed cookies, new cookies will replace * Light cookies use a strong texture handle instead of weak handle
1 Year Ago
Update README: General cleanup, build instructions, using unit tests, engine reference, using Git tips Compute max swap chain size from all monitor dimensions - solves tools like Hammer not being able to render fully on secondary larger monitors GetMaterialOverride return default if the override is invalid, specific fix for Hammer crash but could've been fucked elsewhere
1 Year Ago
Disable assert for render thread index exceeding maximum, not needed on DX11 and for Vulkan I'll make it valid to have a slower path when this is exceeded - although it's probably worth looking at how many threads C# can summon in the first place.
1 Year Ago
Proper cleanup in CompileShader Compute shaders work Add -renderdoc cli option for early renderdoc hooking Up shader file version Command buffer access cleanup, debug marker fixes Don't needlessly set g_TransformBuffer or g_TiledLightBuffer on Submit, already set on init
1 Year Ago
ShaderGraph: Fix WorldPosition node
1 Year Ago
Update Vulkan SDK + Volk Stub old vrad3-gpu, incompatible from using beta vk headers rendersystemvulkan: fix raytracing being required, remove VK_EXT_debug_report for VK_EXT_debug_utils vfx_vulkan HLSL compiler using dxc and spirv-tools; rendersystem_vulkan support for how dxc does $Globals / register offsets Sam's shader changes, need to review; shouldn't need to change this much probbly hiding issues with vfx_vulkan Yank away solidcolor, seems only old glow used it Fix warnings and errors in vfx compilation for vulkan Fix projected_decals crashing shader compiler Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap Remove generate_decal_normals Temp fix DXC not interpreting ShadingModel interface correctly vfx_vulkan: compatability with shadergraph vfxcompile: display shader compile time in ms [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts [hack] manually adjusting some vs register offsets to get shit working
1 Year Ago
hlsl_parser: Remove D3D9/GL const defs, register allocations and glsl wrappers rendersystem: RenderContext set their associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads 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 Small HLSL syntax fixes for DXC + Vulkan (FXC is less strict)
1 Year Ago
Get rid of DX9/GL only CFakeSamplerShaderParamBuilder Rewrite overcomplicated RenderState overrides, this would break as soon as you edit the grammar files 😵‍💫
1 Year Ago
Remove unused consts Remove GLSL and DX9 shit macros from shaders Fuck off all this X360 instancing shit Get rid of last of X360 shit Stop using legacy x360 in our user shaders too remove dx9 from lightbinner Shader graph: remove legacy instanced params
2 Years Ago
vr: don't log spam unknown controller types, log once vr: aware of vive focus 3 just so VrInput.IsVive is consistent
2 Years Ago
Assert CSceneObject::ClearMeshInstanceData if owner CSceneObject::DestroyMeshInstanceData() for owned data Avoid dynamic alloc for scene object tags in most cases vmat build (.vfx -> .shader mainly) citizen compile: I think Max may have pushed whilst this was referencing some WIP stuff?
2 Years Ago
sfm: embedded c# asset browser sfm: fix drag drop assets from asset browser sfm: resolve drag dropped cloud assets https://files.facepunch.com/matt/1b1611b1/sbox-dev_rr6iJVzPcd.png
2 Years Ago
fix uninitialized memory crash vk debug utils in memorymgr
2 Years Ago
commit compiled spirv libs
2 Years Ago
hlsl_parser: strip D3D9 const defs hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers rendersystemvulkan: add missing debug utils check initialize these hlsl string variables so dxc likes them fix vulkan shader errors vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess Use DXC shader names MainVs, MainPs etc in vulkan pipeline rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils vfx_vulkan: serialize reflection info in compiled shader Update descriptor set bindings for HLSL -> SPIR-V Update Vulkan SDK + Volk so we can have VK_EXT_graphics_pipeline_library volk.c: restore valve platform defines fix rendersystemvulkan requiring raytracing extension Hidden uav counters work on pixel shaders Update descriptor sets for new descriptor types & binding offsets from hlsl->spirv rendercontexts set associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads Cleanup, small fixes, kill some dead code vulkan_async_descriptors Yank away solidcolor, seems only old glow used it Fix warnings and errors in vfx compilation for vulkan Fix projected_decals crashing shader compiler Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap Haha it'd be helpful if we actually call this method that sets all the shader param data. Now samplers actually get bound and we're rendering Forgot to commit this amongst debug crap 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 Don't use d3dcompiler helpers on vulkan DXC compiler, fix hlsl processor handling of include files Temp fix DXC not interpreting ShadingModel interface correctly [debug] disable fast descriptor set updates, much easier to debug shit that isn't being bound properly spirv-tools, spvremapper libs compiled to work with source 2 vfx_vulkan: post process with spirv-opt, need to do reflection after dead code removal otherwise materialsystem will try to bind invalid buffers stub out old vrad3 gpu code erroring from new vulkan headers backport new vulkan memory manager with support for BDA materialsystem2 support for BDA vfx_vulkan: add $Globals rewriting (without BDA), binding shifts after postprocess [temp] don't deal with instancing on SboxVertex for now, need some additional code around input layouts reenable fast extension for descriptor updates now that everything is binding properly vfx_dx11: fix compile errors with fxc shader compiler
2 Years Ago
[debug] disable fast descriptor set updates, much easier to debug shit that isn't being bound properly spirv-tools, spvremapper libs compiled to work with source 2 vfx_vulkan: post process with spirv-opt, need to do reflection after dead code removal otherwise materialsystem will try to bind invalid buffers
2 Years Ago
hlsl_parser: strip D3D9 const defs hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers rendersystemvulkan: add missing debug utils check initialize these hlsl string variables so dxc likes them fix vulkan shader errors vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess Use DXC shader names MainVs, MainPs etc in vulkan pipeline rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils vfx_vulkan: serialize reflection info in compiled shader Update descriptor set bindings for HLSL -> SPIR-V Update Vulkan SDK + Volk so we can have VK_EXT_graphics_pipeline_library volk.c: restore valve platform defines fix rendersystemvulkan requiring raytracing extension Hidden uav counters work on pixel shaders Update descriptor sets for new descriptor types & binding offsets from hlsl->spirv rendercontexts set associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads Cleanup, small fixes, kill some dead code vulkan_async_descriptors Yank away solidcolor, seems only old glow used it Fix warnings and errors in vfx compilation for vulkan Fix projected_decals crashing shader compiler Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap Haha it'd be helpful if we actually call this method that sets all the shader param data. Now samplers actually get bound and we're rendering Forgot to commit this amongst debug crap
2 Years Ago
Haha it'd be helpful if we actually call this method that sets all the shader param data. Now samplers actually get bound and we're rendering
2 Years Ago
SFM can load asset.party maps https://files.facepunch.com/matt/1b0811b1/sbox_4lTLLT5Rcm.png
2 Years Ago
hlsl_parser: strip D3D9 const defs hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers rendersystemvulkan: add missing debug utils check initialize these hlsl string variables so dxc likes them fix vulkan shader errors vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess Use DXC shader names MainVs, MainPs etc in vulkan pipeline rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils vfx_vulkan: serialize reflection info in compiled shader Update descriptor set bindings for HLSL -> SPIR-V Update Vulkan SDK + Volk so we can have VK_EXT_graphics_pipeline_library volk.c: restore valve platform defines fix rendersystemvulkan requiring raytracing extension Hidden uav counters work on pixel shaders Update descriptor sets for new descriptor types & binding offsets from hlsl->spirv rendercontexts set associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads Cleanup, small fixes, kill some dead code vulkan_async_descriptors
2 Years Ago
Add a download progress bar & add some comments mocking my shit code, it's good enough to extend SFM which I doubt we'll end up adding anymore C# to
2 Years Ago
Setup interop for SFM (wow this is easy now) CMovieDoc::LoadLevel accepts idents, shit quick code to provision map packages Simple cloud map picker for SFM using the asset browser
2 Years Ago
materialsystem2 changes
2 Years Ago
rendersystemvulkan: remove VK_EXT_debug_report completely to remove confusion with VK_EXT_debug_utils vfx_vulkan: serialize reflection info in compiled shader Update descriptor set bindings for HLSL -> SPIR-V
2 Years Ago
hlsl_parser: strip D3D9 const defs hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers rendersystemvulkan: add missing debug utils check initialize these hlsl string variables so dxc likes them fix vulkan shader errors vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess Use DXC shader names MainVs, MainPs etc in vulkan pipeline
2 Years Ago
Oops, Refresh was renamed RefreshData sometime today
2 Years Ago
Request lobby data of advertised lobbies in chat so they stop appearing untilted
2 Years Ago
Don't mount local map projects when running the packaged version
2 Years Ago
Quick doc pass Test some additional uris, fix equal uris not being permitted
2 Years Ago
Quick play around to see if a static API for HTTP is good Add some methods for easily handling JSON requests Move access checks over Add optional params for headers and cancelaition tokens Obsolete Sandbox.Internal.Http Update WebSocket header handling Move Http into Sandbox.Game to align with the public WebSocket class Tests fix More tests Access list changes to allow HttpResponseMessage and HttpContent classes Have to specify what http uris you want to use in project settings, menu ignores this
2 Years Ago
Remove OpenGL only IVfx::GetDriverInfo() Remove few remaining referenecs to vfx_dx9 and vfx_gl Remove GLSL and HLSL3 from the HLSL annotation parser Delete vfx_gl vfx_dx9 files Don't need per vfx generated antlr code or intermediate dirs vfx cleanup, get rid of vmpi from vfxc and other shit Restore coreclr AMSI patch with new hostfxr init
2 Years Ago
Fix VR startup crash on AMD Make lobby rich presence better favouring game lobbies over parties ui early cull with global matrix, not local matrix and make sure matrices are resolved before culling occurs PanelRenderer transformed panels with clipping set their software scissor to AABB, whilst keeping the shader scissor untransformed until render Scope the clipping code to keep better track of the scissor and gpu scissor, fixes issues with nested transformed clips which were more common then I thought
2 Years Ago
Chat TakeLast not Take oops Give ourselves a bit of time to connect to the global lobby Chat lobby ad updates properly
2 Years Ago
Remove naughty words from menu chat with users Steam profanity filter Parties are private lobbies again, stop them showing up in lobby list
2 Years Ago
Refactor Lobby -> GameLobby, replace GameLobby.Active list with static GameLobby.Current, no longer owned by LobbyFrontPage. Add PartyLobby and GlobalLobby static classes, and lobby_type metadata so we can differentiate between party and game lobby invites Some simple anti-spam for chat Party invites work again
2 Years Ago
Refactor Lobby -> GameLobby, replace GameLobby.Active list with static GameLobby.Current, no longer owned by LobbyFrontPage. Add PartyLobby and GlobalLobby static classes, and lobby_type metadata so we can differentiate between party and game lobby invites
2 Years Ago
Ram in global chat lobby, messy need to refactor lobbies Can advertise lobbies in chat
2 Years Ago
Global lobby admin page Return GlobalLobbyId as part of account/login api route, don't really want a new endpoint just for this
2 Years Ago
rendersystem_vulkan: get this compilable again with a flag, easier to work on instead of one massive branch with all the vfx changes too * strip all glsl support, added dxc hlsl -> spirv, and convert any built in shaders to hlsl * backport new texture manager to match the new dx11 texture manager * various backports to match our dx11: barriers, fences, gpu buffers, descriptor sets, etc. * only use VK_EXT_debug_utils instead of VK_EXT_debug_marker * strip multi-gpu
2 Years Ago
Hammer gamedata: only need to grab the package once per assembly, fixes race condition from doing it concurrently which was causing multiple entries Hammer: fix entity tool sidebar not collapsing properly
2 Years Ago
ui: box-shadow blur bloats the rect and renders properly
2 Years Ago
Restore required texture size bindings, should've only been removed from descriptor sets
2 Years Ago
Kill legacy Fade Scale dx7/dx8/360 render property on models that's not hooked up to anything UI: Software culling accounts for transforms too, fixes them disappearing randomly sometimes UI: When early culling account for shadows so if we're scrolling and should only be able to see shadows it'll still render
2 Years Ago
ci: doesn't matter if git stash has nothing to stash, carry on with the build
2 Years Ago
delete more dx9 shit Nested main thread render layers work better with texturemanager, fix potential case where some hookup jobs weren't being fulfilled properly in main thread render layers
2 Years Ago
Backport new base/dx11 rendersystem changes so other backports are easier; removes obsolete dx9 stuff, better barriers, finalize RenderTtextureDetail replaced with required mipsize Fix nvwgf2umx crashes - these were being caused by blocking resource loads within managed render blocks; these would run the texture manager's hookup jobs, which would include async hookup jobs for texture streaming, but also the textures we wanted immediately. The problem with fulfiling these texture streaming hookup jobs is the render thread is already executing and a texture streaming hookup job is going to invalidate them by replacing the contents. This would happen more frequently for slow pcs where their texture streaming can't be fulfiled fast enough. I've hooked up a simple system to only fulfil the hookup jobs of the textures that have been requested during the render block.
2 Years Ago
tier0 GetGameInfo accessors Delete unused RenderTextureDetail Stop trying to bind invalid reflection texture for water since it all got stubbed, can't debug other issues with this shit spamming constantly Don't upload core/base shaders to asset.party Don't mount any shaders in manifest that already exist in base or core
2 Years Ago
Hunch crash fix, wait for rendering to complete before force reloading resident resources (if this resolves it, then it's probably shader resources need some extra love)
2 Years Ago
powershell doesn't do &&
2 Years Ago
ci: only reset tracked files before pulling, keep our build artifacts so builds aren't slow as shit (hopefully)