1,708 Commits over 1,219 Days - 0.06cph!
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
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
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.
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
ShaderGraph: Fix WorldPosition node
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
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)
Get rid of DX9/GL only CFakeSamplerShaderParamBuilder
Rewrite overcomplicated RenderState overrides, this would break as soon as you edit the grammar files 😵💫
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
vr: don't log spam unknown controller types, log once
vr: aware of vive focus 3 just so VrInput.IsVive is consistent
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?
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
fix uninitialized memory crash
vk debug utils in memorymgr
commit compiled spirv libs
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
[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
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
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
SFM can load asset.party maps
https://files.facepunch.com/matt/1b0811b1/sbox_4lTLLT5Rcm.png
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
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
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
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
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
Oops, Refresh was renamed RefreshData sometime today
Request lobby data of advertised lobbies in chat so they stop appearing untilted
Don't mount local map projects when running the packaged version
Quick doc pass
Test some additional uris, fix equal uris not being permitted
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
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
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
Chat TakeLast not Take oops
Give ourselves a bit of time to connect to the global lobby
Chat lobby ad updates properly
Remove naughty words from menu chat with users Steam profanity filter
Parties are private lobbies again, stop them showing up in lobby list
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
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
Ram in global chat lobby, messy need to refactor lobbies
Can advertise lobbies in chat
Global lobby admin page
Return GlobalLobbyId as part of account/login api route, don't really want a new endpoint just for this
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
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
ui: box-shadow blur bloats the rect and renders properly
Restore required texture size bindings, should've only been removed from descriptor sets
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
ci: doesn't matter if git stash has nothing to stash, carry on with the build
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
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.
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
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)
ci: only reset tracked files before pulling, keep our build artifacts so builds aren't slow as shit (hopefully)