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
eecc88ddcc
Remove some debug messages
2022-04-04 08:22:25 -04:00
239ecc8d56
Revert "Another big WebGPU compatibility patch"
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This reverts commit 3229c4fa2c
.
2022-03-10 10:21:09 -05:00
dbc03078de
Revert "Start to separate combined image samplers"
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This reverts commit a0d92be759
.
2022-03-10 10:21:03 -05:00
71d0eff8dc
Revert "Next big changes to make WebGPU work"
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This reverts commit 0a95ee2fa8
.
2022-03-10 10:20:50 -05:00
0a95ee2fa8
Next big changes to make WebGPU work
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Dynamic buffers are removed, since that's now the renderer's job. Texture usage and buffer usage has changed too.
2022-03-07 11:11:17 -05:00
3229c4fa2c
Another big WebGPU compatibility patch
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All specialization constants are removed (they cause trouble in
WebGPU, since they don't support array sizing, and it was a pain
in Metal anyway) - they are now macro defined. WebGPU now runs, although
push constant emulation is not implemented yet.
2022-03-07 00:33:44 -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
1c8e563e10
Static cast to float in ShadowPass::render_sun
2022-03-06 19:17:32 -05:00
f49ef792ab
Remove old macro'd render options
2022-03-06 19:17:09 -05:00
46f9e99b94
Revert changing buffer index locations
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This appeases Metal again
2022-03-06 17:23:01 -05:00
9dc43d9502
Add material path to pipeline debug name
2022-03-06 17:22:45 -05:00
bbff84eb61
Actually disable normal shadowing
2022-02-21 17:09:32 -05:00
a456dcb41a
Disable expensive normal self-shadowing by default
2022-02-21 17:05:41 -05:00
a039d43d2e
Fix a stupid typo in materialcompiler.cpp
2022-02-21 15:57:38 -05:00
7b67ed73d8
Use fmt::memory_buffer in material compiler
2022-02-21 13:20:55 -05:00
ea3049cb8a
Remove default arguments in GFX api
2022-02-21 00:16:02 -05:00
0265f1920e
Default initialize some more variables in example
2022-02-21 00:15:46 -05:00
b0d875832d
Add [[nodiscard]] to some more methods
2022-02-21 00:14:47 -05:00
4d9a333781
Remove, cleanup some constructors
2022-02-21 00:14:12 -05:00
e13af96a72
Remove some unnecessary header includes
2022-02-21 00:13:45 -05:00
516c2129eb
Remove old font.hpp
2022-02-21 00:12:09 -05:00
3cdeebf6bc
Reduce the indices of the vertex buffers in an attempt to make WebGPU happy
2022-02-20 22:28:54 -05:00
da45d16388
Protect against buffers that actually don't have their contents mapped
2022-02-18 17:38:27 -05:00
4f6dbb8677
Only run SMAA when AA is actually enabled
2022-02-18 14:37:51 -05:00
8237eeb05b
Fix Metal backend (finally)
2022-02-18 14:36:38 -05:00
6935f85351
Start work on converting GFXMetal to metal-cpp
2022-02-15 11:25:13 -05:00
2ce04b686d
Merge remote-tracking branch 'origin/master'
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# Conflicts:
# engine/gfx/CMakeLists.txt
2022-02-15 09:25:08 -05:00
840a1e861f
Add back support for normal textures in material compiler
2022-02-15 09:02:42 -05:00
e910425dc5
iOS builds now successfully build
2022-02-12 20:24:54 -05:00
9ee41d01b6
Remove some old and unused render pipelines
2022-02-08 09:37:39 -05:00
2c75d51278
Add parameters for metallic and roughness back
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This also makes them modifiable in the debug menu at runtime
2022-02-08 08:50:10 -05:00
78078e92cd
Fix multiple point light shadows on Vulkan
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Light locations had to be padded properly, that ended up being the ultimate fix. Leading to this bug though I ended up patching a lot of stuff that was mysteriously missing from the Vulkan backend like specialization constants and
2022-02-07 18:36:23 -05:00
8816d64e42
Don't render shadows unless it's actually enabled on the light
2022-02-07 15:52:11 -05:00
ea93df18dd
Remove all push constant binding declarations
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This was a leftover from sharing GLSL with Metal and OpenGL, this is now a warning with modern SPIR-V compilers anyway.
2022-02-07 10:11:19 -05:00
8502521934
Rip out the material node system
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This was over engineered, and it's blocking progress in the model compiler. Now it's
simpler, but not all features are implemented back.
2022-02-03 10:00:59 -05:00
redstrate
e79a98c7d2
Some minor code refactoring
2021-10-14 08:51:58 -04:00
redstrate
3f2be1e26a
Fix viewports not rendering when index == nullptr
2021-10-13 10:38:10 -04:00
redstrate
a78a18a99a
Set scissor for imgui commands
2021-10-13 07:25:18 -04:00
redstrate
a2f81d7ca7
Allow better DPI handling under SDL, handle external resize events in imgui
2021-10-12 11:06:59 -04:00
redstrate
8205f65a8e
Clean up a bunch of pass/backend code for imgui
2021-10-12 10:52:29 -04:00
redstrate
c6bc56d033
Change window handles into opaque pointers
2021-10-12 10:22:16 -04:00
redstrate
529bc27702
Replace old logging and format system with fmt
2021-09-13 23:41:54 -04:00
redstrate
626e314ec2
Completely remove the defunct UI system
2021-09-13 23:10:26 -04:00
redstrate
e8bf0a8371
Create presentation command buffers for each surface instead of sharing globally
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* Fixes multi-window vulkan validation errors because surfaces would just keep overwriting each other's command buffers.
2021-06-01 12:05:48 -04:00
redstrate
2db8873f92
Fix imgui validation errors on Vulkan
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* Eventually, get_buffer_contents() will be removed
2021-06-01 12:02:38 -04:00
redstrate
e63caf1a83
Fix some more image transition bugs related to vulkan dispatch
2021-06-01 11:49:27 -04:00