Cubemapper tests
Remove all ggx code for now & just copy directly to cubemap array
TextureCube with mipmaps and arrays and mipmaps
Move texture logic from cubemapper to c#
Stub for cubemapper_cs, will calculate both GGX and spherical harmonics all in GPU
Handle all array index stuff in cubemapper
Allow for single sliced cubemap array, needed to be able to render an independent texture in the renderer since it expects a TextureCubeArray, also allow TSPEC_CUBE_CAN_SAMPLE_AS_ARRAY if we want UAV
Also fix a problem where CTextureManagerVulkan::GetImageView wouldn't work with a cubemap array as a rwtexture2darray in compute shaders
Fix cube orientation when copying, do texture per envmap probe instead of a singleton array, this will cause headaches with multiple envmaps intersecting but makes it much simpler
GGX filtering
Don't bother with writing cubemap normalization right now (in fact disable it for now!), reuse previous mip so that we have more quality with less samples
Assert isn't valid anymore in ComputeImageViews since we can pass a cube array
Do cubemapper processing of all faces at once without using intermediary copies, 4-8x speedup (~17ms > ~2.5ms), still needs to be faster
https://i.imgur.com/b61mX1Y.png
Rendersystemvulkan: Alllow binding specific cubemap [ & arrays ] mips if UAV
Remove unsued, clean up
Dynamic cubemap component settings
Remove the old BuildCubeMaps
Add WidgetUtil.CreateSwapChain
NativeRenderingWidget renders in regular render path
Fix RenderDeviceInfo_t wrong size
Add HandlePendingSwapChainResize for explicitly handling swapchain resize events before doing any work, fixes NativeRenderingWidget.RenderScene rendering on a frame with different window size than the actual swapchain ( and then having invalid color/depth buffers)
CI fails building shaders when machine is coming from a branch that was deleted, full checkout action should be enough for pulling?
If cubemap has no normalization set, don't consider it for NormalizeCubeBrightness
Compiled shaders with normalization brightness fixes for cubes without SH, reenable cube normalization
Wip fast cubemap filtering ( 2.5ms > 0.09ms 😱 )
Adjust things on fast envmap filtering, major cleanup, rename shader to envmap_filtering
Use high quality GGX filtering if baking cubemap as OnEnabled
Vulkan: Fix image transition layout when binding a mip of a cubemap that's sampleable as Texture2DArray
Don't fetch render attributes from context, that's composited over, fixes a crash
Assert when UAV Index is invalid
Flag hammer maps to always render cubemaps dynamically & always render at least one frame regardless of distance update settings