branchsbox/vulkancancel

65 Commits over 120 Days - 0.02cph!

10 Months Ago
Fix race for generated hlslvariables file
10 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
10 Months Ago
Let -fast disable vfx_vulkan optimizations
10 Months Ago
Rebase fix for new shadergraph path
10 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
10 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
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
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
11 Months Ago
Fix water on vulkan
11 Months Ago
Keep error.shader with both dxbc and spirv Fix warnings on mathlib_base.fxc
11 Months Ago
Pack light type in extra light data and make it all align in 128 bits for dxc
11 Months Ago
Recompile all core shaders spirv only ( 107m on an 12900kf ;0 )
11 Months Ago
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size
11 Months Ago
resize the main window to the size of the buffer in tools mode in vulkan, fixes swapchain being created the wrong size
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
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
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
missed rubikon and navlib for threadpool api updates
11 Months Ago
New tier0 thread pooling code, should schedule better with less contention, slightly changed API Lots of API changes here I've replicated to the rest of our code base, I'd imagine I've fucked at least one thing up though. Functor jobs are replaced by IThreadPool::QueueJob(WithFlags) which accepts a std::function, much simpler to use and execute Delete all this saverestore shit remove convars: cl_team, cl_class, (versus_)stats_highlight_interval
11 Months Ago
make antlr codegen more sane, hopefully fixes it on build server Delete generate_decal_normals.vmat
11 Months Ago
New rendersystemvulkan & vfx_vulkan [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 Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it) Rip up Material API to get it compiling Shader resource v2 has optional dx11 and vulkan blocks, if a block doesn't exist will use fallback shader
1 Year Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts [temp] don't mount any asset.party shaders GetShaderFullPath: remove shader replacements and legacy prefix substitutes Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it) Rip up Material API to get it compiling Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it Latest compiled shaders
1 Year Ago
New rendersystemvulkan & vfx_vulkan [hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts [temp] don't mount any asset.party shaders GetShaderFullPath: remove shader replacements and legacy prefix substitutes Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it) Rip up Material API to get it compiling Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it Latest compiled shaders
1 Year Ago
Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it
1 Year Ago
Material API: Only use ShadingModelValveStandard, abstract classes aren't supported in newer versions of HLSL Remove some unused bullshit from material API
1 Year Ago
Backport -vulkan_enable_sync_validation and other misc validation code Revert Material API hack which was stubbing all funcs
1 Year Ago
Fix projected_sheet_decals
1 Year Ago
More backports, mainly clamping render area still
1 Year Ago
Refactor out VK_IMAGE_LAYOUT_GENERAL dead optimization for nv Make sure renderArea always has positive offsets and clamp to the framebuffer
1 Year Ago
Recompiled all shader misc swapchain fixes -fvk-invert-y for built in shaders too (resolve shader)
1 Year Ago
cs_volumetric_fog shader recompiled with proper reflection objecthighlight shader (weird folder?) Recompiled core shaders (except projected_sheet_decals & visualize_depth)
1 Year Ago
Fix WebPanelTest throwing NRE in debugger do reflection on the built-in shaders so we bind the samplers/textures on them properly Delete IVfx::GetAllShaderVariables, only used for dynamic shader compiles and saves me implementing it for Vulkan for no reason .editorconfig changes to match Valve coding style better Make dxc include handler work with sub dirs GetShaderFullPath: remove shader replacements and legacy prefix substitutes Fix HLSL lexer rules interpreting some vars as float literals and failing lexing Assert if spirv-reflect fails Update spirv-reflect as it was failing with some issues from 2019 :x directional_ao.shader: fix ambiguous reference to 'i' Compiled base shaders
1 Year Ago
Compiled spritecard.shader
1 Year Ago
Fix debug param name being uninitialized
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, most of this should just go to master now 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 vfx_vulkan sets correct offsets & more reflection info for compute shaders, refactor rendersystemvulkan to use valve's new helpers, bump max samplers to 64, loads of other fixes spir-v remapper (size reduction) Use Vulkan 1.1 if avaliable to resolve VK_ERROR_INCOMPATIBLE_DRIVER, use Vulkan 1.2 when raytracing is avaliable Fix invalid command buffer in CRenderContextVulkan::ApplyDelayedChanges() [temp] don't mount any asset.party shaders vr_lighting.fxc: need explicit sampler lod as used from vs better logging & timeout for when the swapchain hangs, which it shouldn't be, but lets you know wtf is going on Update vfxcompile, less mpi shit, simpler parallel processing loop Reuse DXC instances per compiler (I think having 1 per thread would be more optimal), clean up the DxcIncludeHandler Update DXC, some memory allocator fixes IMalloc wrapper for our memory alloc to pass to DXC Latest compiled shaders
1 Year Ago
Use Vulkan 1.1 if avaliable to resolve VK_ERROR_INCOMPATIBLE_DRIVER, use Vulkan 1.2 when raytracing is avaliable Fix invalid command buffer in CRenderContextVulkan::ApplyDelayedChanges() [temp] don't mount any asset.party shaders vr_lighting.fxc: need explicit sampler lod as used from vs better logging & timeout for when the swapchain hangs, which it shouldn't be, but lets you know wtf is going on
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, most of this should just go to master now 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 Add -renderdoc cli option for early renderdoc hooking Don't needlessly set g_TransformBuffer or g_TiledLightBuffer on Submit, already set on init vfx_vulkan sets correct offsets & more reflection info for compute shaders, refactor rendersystemvulkan to use valve's new helpers, bump max samplers to 64, loads of other fixes spir-v remapper (size reduction) Compiled most shaders (including complex)