userSam Pavloviccancel

2,014 Commits over 1,612 Days - 0.05cph!

2 Months Ago
Initialize vertex output of lightmap uv when lightmapping is disabled
2 Months Ago
Reapply "Bindless lightmaps/Lightmap Combo Removal (#1765)" This reverts commit de7b93d17c7a036a567347794ca51163132ef42a. Reapply BATCH_FLAGS_CONTROLLING_COMBO_CHANGES for legacy shaders, accidentally removed binding lightmap for legacy shaders Build shaders
2 Months Ago
Bindless lightmaps/Lightmap Combo Removal (#1765)
2 Months Ago
Remove Lightmap comborule from shadergraph graphcompiler
2 Months Ago
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization Start bindless lightmaps & light probe volume Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now Bindless Light Probe Volumes Actually bind bindless lightmaps Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now) Mark bindless lightmaps and LPVs as used, might not be needed but making sure Update shaders with bindless lightmaps
2 Months Ago
Remove BATCH_FLAGS_HAS_BAKED_LIGHTING_FROM_VERTEX_STREAM ( unused ) and BATCH_FLAGS_CONTROLLING_COMBO_CHANGES (bullshit now) Mark bindless lightmaps and LPVs as used, might not be needed but making sure
2 Months Ago
Bakeresourcehelper which is used on tools has duplicated LPV constants code, make it use same path that's used for bindless
2 Months Ago
Update Viewmodel scene with ssao also showcasing proper prepass
2 Months Ago
Overlay is considered a game layer since it draws to color, fixes depth prepass for overlays, remove overlay prepass from renderpipeline_standard
2 Months Ago
CommandList.GetRenderTarget with SizeFactor, don't allocate DepthTexture for it since it's not being used anywhere yet
2 Months Ago
Remove GTAO include code from scenestaging DynamicReflections component stub
2 Months Ago
Target > SV_Target0 & out with reflection combo
2 Months Ago
Remove Dynamic Reflections feature from shaders & crumbs from lighting.fxc
2 Months Ago
Remove Reflections.hlsl and both instances of Reflection() mode in our shaders
2 Months Ago
Remove C++ side of Dynamic Reflections, this is becoming a component like SSAO & going to use DepthNormals Remove FramebufferScratchTexture, it was used to fetch a rendertarget over multiple frames easily and only meant to be used on dynamic reflections in native side, our C# RenderTarget is equivalent to it
2 Months Ago
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
2 Months Ago
Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
2 Months Ago
Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4
3 Months Ago
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
3 Months Ago
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
3 Months Ago
Up TEXTURE_COMPILER_VERSION_MIP_GGXCUBEMAPBLUR version ( Negative cubemap color check )
3 Months Ago
Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set
3 Months Ago
Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer [pick] Use current msaa type when creating a new swapchain for tool widgets instead of using msaa 16X, currently doesn't change when changing settings though
3 Months Ago
Some float skyboxes have negative color, don't sample negative values when doing GGX filtering https://files.facepunch.com/sampavlovic/1b1411b1/mspaint_YDO07zEdFf.png
3 Months Ago
DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels
3 Months Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
3 Months Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH
3 Months Ago
Spritecard tries to sample lightmaps from vertex shader which isnt what we want, remove dynamic combo rules for lightmaps Build shaders with bindless lightmaps
3 Months Ago
Final adjustments, vertex shaders still use lightmapping combo, take out rest of lightingTerms.vDBG_BakedLighting
3 Months Ago
Bindless Lightmaps use cbuffer directly for indices instead of setting texture parameters, lightmapping conditionals use constants instead of combos now Bindless Light Probe Volumes Actually bind bindless lightmaps
3 Months Ago
Remove baked lighting ToolsVis, they're nigh useless for us now, the one we actually use is a near duplicate of Diffuse toolsvis Remove all references to lightmapping combos, they're still available on vertex shader for lightmapping uv input though, PS stubs it out on specialization Start bindless lightmaps & light probe volume
3 Months Ago
Remove ToolsVis Mode (#1763) * Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only * Remove ToolsVis() MODES from all shaders 🙏🏻 * Remove ToolsWireframe and ToolsVis from shadergraph template * Legacy ToolsVis isn't even supported, any legacy variable refs to it can go * Compiled shaders with branched ToolsVis
3 Months Ago
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only Remove ToolsVis() MODES from all shaders 🙏🏻 Remove ToolsWireframe and ToolsVis from shadergraph template Legacy ToolsVis isn't even supported, any legacy variable refs to it can go Compiled shaders with branched ToolsVis
3 Months Ago
Compiled shaders with branched ToolsVis
3 Months Ago
Accidentally yanked Src/DstBlend from Spritecard, also bring back shading complexity to it even if it makes code awful for now
3 Months Ago
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
3 Months Ago
Remove ToolsVis() MODES from all shaders 🙏🏻 Remove ToolsWireframe and ToolsVis from shadergraph template
3 Months Ago
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
3 Months Ago
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc Init ToolsVis color to gray if mode is not supported, same behaviour as before
3 Months Ago
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own Rest of shaders that do custom toolsvis behavior with new api Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
3 Months Ago
Add GetFirstTextureParam() to get first declared texture from shader, used to fetch the convoluted RepresentativeTexture/LightSim_DiffuseAlbedoTexture attributes without explicit declaration Allow material representative texture for VRAD be infered by the first texture parameter on shader if DiffuseAlbedoTexture is not set, allows to clean up all this material api & lets shadergraph shaders be rendered properly on vrad https://files.facepunch.com/sampavlovic/1b0611b1/aocrkIAnQN.png
3 Months Ago
Remove configdefaults.PLAT.vcfg, completely bullshit for us PerViewLightingConstantBuffer_t completely unused
3 Months Ago
[Pick] Remove configdefaults.PLAT.vcfg, completely bullshit for us Mac/Linux Add Developer-BuildAll.sh for Posix to make it easier to debug, but without tools
3 Months Ago
Mac/Linux: Use static version of gamenetworkingsockets, cuts a lot of the mess of dependency hunting Mac: OSX doesn't allow setting DYLD PATH from the application itself, make it parse these relative to the current directory, load correct steam DLL regardless of platform
3 Months Ago
Mac: Fix sed and FILE struct for mac, should work on linux too, I'll double check, getting this to boot on mac/linux again and slowly trickling this branch to master
3 Months Ago
VRAD3 (& it's resourcecompiler) explicitly uses rendersystem, our tools can omit it but we need to read back textures from the GPU for map compilation
3 Months Ago
Launch ToolAppSystem pretending to be a dedicated server so it doesn't use rendersystem for CI, revert me soon
3 Months Ago
Reenable rendersystem for console apps for map compilation Invert logic of bSupportsLightmapping, make explicit flag of "NoLightmapping", doesn't feel right to apply that flag in every shader when it all should just support it
3 Months Ago
Fix indirect IBL fog not working https://files.facepunch.com/sampavlovic/1b1911b1/jVWTMafLaa.png
3 Months Ago
Do view vector TAA jitter for fog on native instead off shader, proper way to handle this specially on thin surfaces https://files.facepunch.com/sampavlovic/1b1911b1/B2DSaqPTHe.jpg