ecea7f990e
Seperate exposure pass from the rest of post processing
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This prevents gamma-weirdness with SMAA
2022-04-04 12:15:15 -04:00
b5655efe0e
Fix more stuff in SMAA pass
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Now it's no longer flipped for some reason, gamma correction soon to follow
2022-04-04 11:06:39 -04:00
37866a9470
Fix implicit render pass dependencies and some more validation warnings
2022-04-04 10:38:08 -04:00
f036198bb9
Fix SMAA border color and nearest filter on search texture
2022-04-04 08:35:02 -04:00
dbc03078de
Revert "Start to separate combined image samplers"
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This reverts commit a0d92be759
.
2022-03-10 10:21:03 -05:00
a0d92be759
Start to separate combined image samplers
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This is to be in line with requirements from HLSL/DX12 and WebGPU,
both of which do not support this. It's probably better to get
started removing our usage of them now :-)
2022-03-06 22:45:08 -05:00
8237eeb05b
Fix Metal backend (finally)
2022-02-18 14:36:38 -05:00
redstrate
e79a98c7d2
Some minor code refactoring
2021-10-14 08:51:58 -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
ee2771f45f
Add compute pipeline support for Vulkan
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* 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
87f15b2007
Completely redo the CMake shader compilation system
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* 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
a6a46abb36
Begin transition to new render target system
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Things are definitely broken now
2021-02-16 19:22:32 -05:00
redstrate
e8fc757d99
Add basic shader editing system
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POC, only registered shader is the sky shader
2021-02-16 17:10:37 -05:00
redstrate
86efe2abf9
Fix up IBL stuff on Vulkan
2021-02-15 19:01:17 -05:00
redstrate
93b55e7022
Add debug names for textures
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Also changes pipeline barrier behavior, disable project window on Windows, and change window resizing behaviour to get around Windows-specific bug
2021-02-04 08:21:40 -05:00
redstrate
1ba9222a43
Add labels for render passes and framebuffers
2020-09-23 10:17:24 -04:00
redstrate
5d93616e03
Add functions to dispatch compute workloads
2020-09-22 16:09:25 -04:00
redstrate
b2deff18aa
Remove correction_matrix, produce left-handed transforms, and fix PCSS shadowing
2020-08-18 00:35:49 -04:00
redstrate
4b642fcb66
Add initial files
2020-08-11 12:07:21 -04:00