branchsbox/shader-assets-premergecancel

15 Commits over 0 Days - ∞cph!

2 Years Ago
Pass the compiled info to the loaded vfx rather than reading the vfx again and expecting to have the results serialized
2 Years Ago
Put both worker and receive units into a single function Remove all work unit stuff, strip shadercompile to it's basics More cleanup
2 Years Ago
Need to set a CUtlBuffer to READONLY to read non null terminated data Serialize blob data of feature Cleanup
2 Years Ago
Remove CompileTarget from vfx, we always compile for the shader models we want to target
2 Years Ago
Remove vfx targets we'd never ever support, remove fallback table, deprecate d3d9 registers from shader
2 Years Ago
Nicely unserialize shader features Remove VMPI stuff from vfxcompile Print memory in decimals for verbose shader compiling
2 Years Ago
Cleanup more stuff, remove all dependency of mod path from vfx, comment out all VCS Load/Save code paths
2 Years Ago
Remove more stuff that we don't even use from vfx, change from DevShader to hidden
2 Years Ago
Better serialize shader modes
2 Years Ago
Finish vfx_c serialization
2 Years Ago
Serialize vfx features
2 Years Ago
Let's use KV3 for vfx_c
2 Years Ago
Start writing vfx_c support WriteCompiledVfxFile Cleanup Add CreateFromCompiledVfx stub instead of CreateFromVcs, remove more bullshit
2 Years Ago
Right click compile shaders, set GameResource load function as sealed
2 Years Ago
Add shader asset type and empty resource compiler for it Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Iterate on shaders as assets Get boilerplate for managed asset compile Add used shader as material dependency Don't use error.vfx if we are not on tools mode (Issue 415) Don't do Shader assets on C++, it's awful Remove TryManagedCompile Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created Get target resource type from asset Gameresource load doesn't need to be templated, still needs cleanup Make CustomResource for internal managed resources that use custom decoding And shader uses CustomResource instead of GameResource Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed Start work for child hlsl include files to recompile parents that use it Add stub custom load methods for shader ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png Revert "Remove TryManagedCompile" This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd. Managed resource compiles sanely Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools Fix some sanity checks Forgot this, pass asset name as string for now Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself ShaderResource in game code