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208 commits

Author SHA1 Message Date
redstrate
f69d7c18fd Fix image layout transistions for mipmap gen 2021-06-01 11:10:58 -04:00
redstrate
e55a71402f Fix auto-exposure in Vulkan
* I forgot to bind the shader buffer again :-p (maybe we should change this functionality under Vulkan
to match Metal rules?)
2021-06-01 10:44:08 -04:00
redstrate
d999485325 Keep track of current texture layouts
* Fixes a few compute pipeline validation errors
2021-06-01 10:16:59 -04:00
redstrate
b20235a731 Update macOS and Metal backends for the new changes 2021-05-12 10:59:30 -04:00
redstrate
33636d78e1 Merge remote-tracking branch 'origin/master' 2021-05-12 10:53:42 -04:00
redstrate
181d2fda06 Fix sampling modes on shadow maps 2021-05-12 10:52:57 -04:00
redstrate
98ca5684b9 Change default min/mag filters on Vulkan to linear 2021-05-12 10:50:11 -04:00
redstrate
6d9cdfd969 Add configurable light size parameter to debug menu 2021-05-12 10:46:33 -04:00
redstrate
eab8a265f4 Add probe refresh timer (similiar to how shadows work) to generate probes correctly on scene load 2021-05-12 10:33:38 -04:00
redstrate
de928a44ce Implement GenerateMipmaps command in Vulkan 2021-05-12 10:29:29 -04:00
redstrate
4ebd53d89f Use debug utils version of debug markers 2021-05-12 10:10:42 -04:00
redstrate
e3c50ad204 Implement PushGroup and PopGroup command types in Vulkan 2021-05-12 10:06:29 -04:00
redstrate
9951ffa58e Rename vecX -> floatX 2021-05-12 09:56:44 -04:00
redstrate
fa65e99094 Rename Path -> path 2021-05-12 09:05:56 -04:00
redstrate
01966c1d81 Rename File -> file and move under the prism namespace 2021-05-12 08:50:02 -04:00
redstrate
ebcf08736b Update Metal backend to use new compute changes 2021-05-11 19:22:12 -04:00
redstrate
ee2771f45f Add compute pipeline support for Vulkan
* Image transition layouts are not handled correctly yet, so auto exposure does not work
* Image usage and guessed image layout is redone to remove some errors
2021-05-11 19:16:54 -04:00
redstrate
0d75b4f47e Properly report cubemap array support on Vulkan 2021-05-11 17:41:45 -04:00
redstrate
fcc3917155 Fix crash when trying to load scene editor on Vulkan 2021-05-11 17:05:43 -04:00
redstrate
2ddc1e1794 Fix up SDL2 mouse and key handling for imgui 2021-05-11 17:05:29 -04:00
redstrate
cbb731f68c Disable Linux and Windows debug menu by default 2021-05-11 16:04:24 -04:00
redstrate
3e0f294d0c Enable IBL by default on Windows 2021-05-11 16:04:13 -04:00
redstrate
35786ac117 Fix Metal backend to use new shader naming format 2021-05-11 15:58:29 -04:00
redstrate
5546c88cba IBL now works on Vulkan!
* Image transitions are handled more correctly, reducing errors
* Cubemaps are now transitioned properly when using the CopyTexture command
* Cubemap image views are created correctly
2021-05-11 15:57:14 -04:00
redstrate
dba0541376 Fix BRDF integration
* I guess I changed this somehow and never fixed it??
2021-05-11 14:34:31 -04:00
redstrate
fea83fc2e3 Fix macOS build 2021-05-10 07:58:22 -04:00
redstrate
39838aec0f Fix weird GCC log bug in vulkan backend 2021-05-09 20:32:04 -04:00
redstrate
eb32b03de3 Remove weird files in shader directory 2021-05-09 20:05:28 -04:00
redstrate
f963da80f3 Add shaders back (sorry) 2021-05-09 20:04:41 -04:00
redstrate
5fb213db7e Remove descriptor set cache mesage on Vulkan 2021-05-09 19:49:10 -04:00
redstrate
87f15b2007 Completely redo the CMake shader compilation system
* Now shader recompilation happens only when it needs to. Hurray for faster compiles!
* Changes to constructors for ShaderSource to make it more explicit.
* The version of SPIRV-Cross is updated, and now the glslang version pulled correctly matches what SPIRV-Cross needs. This fixes the annoying "cannot parse built-ins" bug.
2021-05-09 19:10:23 -04:00
redstrate
7b23fdfa09 Rename Renderer to renderer, move it to prism namespace, and rename last of member variables 2021-04-20 13:53:38 -04:00
redstrate
ff8e52ed90 Rename Renderer member variables and remove some unused b its 2021-04-20 13:25:59 -04:00
redstrate
4a46786db0 Update example app to compile again 2021-04-20 12:17:49 -04:00
redstrate
99c033ea35 Remove useless const from math header 2021-04-20 12:07:00 -04:00
redstrate
43a98b0889 Move ray class to it's own file 2021-04-20 11:53:49 -04:00
redstrate
653d5bb6ca Rename Input to input_system and move to prism namespace 2021-04-20 11:53:38 -04:00
redstrate
bae6d05184 Move console and log namespaces to prism 2021-04-20 11:23:53 -04:00
redstrate
8370dfb6d6 Rename ImGuiLayer to imgui_backend 2021-04-20 10:37:56 -04:00
redstrate
e01a31eb13 Use new SDL backend on Windows, fix numerous SDL problems as well 2021-04-20 00:23:14 -04:00
redstrate
a324821fe1 The unorm render pass is now created again 2021-04-19 23:39:34 -04:00
redstrate
59ee7faddd Fix debug asset paths not appearing correctly on Windows 2021-04-19 12:38:33 -04:00
redstrate
4b9754fa03 Fix some clang-tidy warnings 2021-04-19 12:35:52 -04:00
redstrate
3827bede6d Renames engine member variables to fix bad naming conventions 2021-04-19 12:29:49 -04:00
redstrate
4abf4b4ab8 Rename Engine to engine 2021-04-19 12:23:18 -04:00
redstrate
744123763f Begin work on converting to the new class naming scheme and the new prism namespace 2021-04-19 12:06:44 -04:00
redstrate
2552398aff Rename some Renderer functions to make their intent clearer 2021-04-19 11:40:10 -04:00
redstrate
4696ba53a5 Allow shader hot reloading to work regardless of the API used 2021-04-18 22:27:05 -04:00
redstrate
069cf3e84c Delay static shadowmap generation by five frames to prevent them from "sticking" 2021-04-18 22:14:19 -04:00
redstrate
0861278ae5 Fix running out of descriptor sets very early when resizing editor viewports 2021-04-18 21:40:09 -04:00