branchsbox/vulkancancel

35 Commits over 89 Days - 0.02cph!

13 Days Ago
missed rubikon and navlib for threadpool api updates
13 Days 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
15 Days Ago
make antlr codegen more sane, hopefully fixes it on build server Delete generate_decal_normals.vmat
15 Days 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
2 Months 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
2 Months 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
2 Months 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
3 Months Ago
Material API: Only use ShadingModelValveStandard, abstract classes aren't supported in newer versions of HLSL Remove some unused bullshit from material API
3 Months Ago
Backport -vulkan_enable_sync_validation and other misc validation code Revert Material API hack which was stubbing all funcs
3 Months Ago
Fix projected_sheet_decals
3 Months Ago
More backports, mainly clamping render area still
3 Months Ago
Refactor out VK_IMAGE_LAYOUT_GENERAL dead optimization for nv Make sure renderArea always has positive offsets and clamp to the framebuffer
3 Months Ago
Recompiled all shader misc swapchain fixes -fvk-invert-y for built in shaders too (resolve shader)
3 Months Ago
cs_volumetric_fog shader recompiled with proper reflection objecthighlight shader (weird folder?) Recompiled core shaders (except projected_sheet_decals & visualize_depth)
3 Months 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
3 Months Ago
Compiled spritecard.shader
3 Months Ago
Fix debug param name being uninitialized
3 Months 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
3 Months 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
3 Months 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)
3 Months 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
4 Months 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
4 Months Ago
fix uninitialized memory crash vk debug utils in memorymgr
4 Months Ago
commit compiled spirv libs
4 Months 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
4 Months 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
4 Months Ago
Don't use d3dcompiler helpers on vulkan DXC compiler, fix hlsl processor handling of include files Temp fix DXC not interpreting ShadingModel interface correctly
4 Months Ago
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
4 Months 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
4 Months 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
4 Months Ago
Fix projected_decals crashing shader compiler Discard packoffset conflicts on vulkan, we don't care about code path, fix conficts on convolve envmap
4 Months Ago
Yank away solidcolor, seems only old glow used it Fix warnings and errors in vfx compilation for vulkan
4 Months 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
4 Months 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
4 Months 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