myT
69c1bee127
simplified and improved r_vertexLight handling
2022-12-03 04:57:58 +01:00
myT
5e0739fdf9
preventing unnecessary work when g_forcedLoadImages gets larger
2022-11-25 05:45:04 +01:00
myT
b8d9f7e5f1
fixed the default strategy for D3D11 buffer offsets
2022-11-25 05:39:52 +01:00
myT
cfdba32b24
added /imageinfo and /shadermixeduse
2022-11-25 03:32:41 +01:00
myT
79b2457783
added printf annotations for VC++'s analyzer
2022-11-22 20:20:45 +01:00
myT
ea435faf1f
added a legend to clarify the output of /shaderlist
2022-11-04 23:16:33 +01:00
myT
0be40a60a7
the new demo player now has smoother animations at low time scales
2022-11-04 05:06:38 +01:00
myT
f401f742ee
added a new demo player with fast seeking support
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added cl_demoPlayer and cl_escapeAbortsDemo
2022-11-04 05:01:00 +01:00
myT
c8c9bef131
added r_depthClamp and cap_DepthClamp
2022-10-23 02:58:20 +02:00
myT
74acd92d91
fixed the D3D projection transform not matching GL
2022-10-18 19:09:14 +02:00
myT
1b74aed8b9
removed the useless myftol macro
2022-06-17 03:38:39 +02:00
myT
9895f3b895
fixed RB_RenderLitSurfList still crashing because of an invalid stage index
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the first attempt was f99c223495
this is really not a proper fix since I haven't solved how it gets to that stage
but, knowing I will be deleting this whole part of the code soon enough anyway...
2022-06-17 03:26:36 +02:00
myT
3dc34d47f3
replaced the CPU image resampling functions with something better
2022-06-17 01:59:56 +02:00
myT
0ee2a50e90
image read/write errors print warnings instead of causing drop errors
2022-06-17 01:53:32 +02:00
myT
2389b5db39
updated stb_image.h
2022-06-17 01:46:01 +02:00
myT
e56a11b638
added /shaderinfo
2022-05-28 16:50:42 +02:00
myT
049793f8f9
made some expression more legible as originally intended
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the code is equivalent since && has higher precedence than ||
in other words, I messed up but got it right by sheer luck
2022-05-26 23:12:02 +02:00
myT
dcb3c80998
added default to a switch statement to make it clear we didn't forget any case
2022-05-26 22:25:25 +02:00
myT
866b93ef5e
turned r_showtris and r_shownormals into bitmasks
2022-04-29 21:12:01 +02:00
myT
a12cf70700
fixed the r_mapGreyscaleCTF shader list
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removed duplicates
fixed the q3wcp14 asymmetry
2022-04-29 21:04:45 +02:00
myT
4670a811c1
added r_ignoreShaderSortKey as a work-around for broken maps
2022-04-24 22:44:25 +02:00
myT
8c32b986f6
added r_mapGreyscale and r_mapGreyscaleCTF
2022-04-23 23:38:06 +02:00
myT
f99c223495
fixed crashes when a DL affects a transparent surface with r_lightmap 1
2022-04-14 00:37:00 +02:00
myT
9e445bc284
fixed vertex lighting applying to non-lightmapped surfaces
2022-04-12 04:12:38 +02:00
myT
dbfb3c5028
fixed delayed shader loads leading to incorrect rendering and crashes (dynamic lights)
2022-04-10 22:14:19 +02:00
myT
981f059b7b
do not replace older surfaces with newer ones but refuse to add new ones instead
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surfaces added first are part of the map itself
it's better to drop e.g. some plasma cells rather than e.g. entire walls
it's also less error-prone to work with since we don't need to fix numbers on read
but only check on write in exactly 2 spots
also removed tr.shiftedEntityNum because it was unnecessary...
2022-04-10 21:45:59 +02:00
myT
c534ed8048
fixed the alpha channel blend factors in the D3D11 backend
2020-11-06 02:48:55 +01:00
myT
c12f7e8541
removed a redundant if statement
2020-11-05 03:55:37 +01:00
myT
b1df6ac8f7
added new stats to r_speeds 1 (shader changes, draw calls)
2020-11-05 03:50:58 +01:00
myT
f4e8e81ab5
fixed draw surface sorting
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got broken with commit 633c5bd13c
2020-11-05 03:47:55 +01:00
myT
3e0f5b2760
fixed RB_CalcTurbulentTexCoords by using the correct vertex offset
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it got broken with db4fb31658
2020-10-27 00:30:13 +01:00
myT
55ed0e80af
r_lightmap 1 now handles most alpha-tested surfaces
2020-10-20 01:55:53 +02:00
myT
7262b90655
no longer whining about mixed image settings with external lightmap atlases
2020-10-15 05:25:51 +02:00
myT
ad2d3386a6
D3D11 now does depth clipping and the near clip plane distance is now 1
2020-10-11 18:24:35 +02:00
myT
dea818a260
fixed a D3D11 resource hazard warning about depth/stencil buffer bindings
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swapped the calls back so that the depth buffer is never bound as both a RT and SRV at the same time
2020-10-09 04:01:26 +02:00
myT
6f7d4892df
added detailed live objects reporting for full shutdowns in D3D11 debug
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the name tweaks are there because the run-time erroneously reports this warning:
"Existing private data of same name with different size found!"
2020-10-09 01:22:04 +02:00
myT
5466b65735
caching the pixel shader resource views in D3D11
2020-10-08 04:50:32 +02:00
myT
249bcb2d07
caching the current active texture slot in GL3
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it reduces the total number of API calls by a good amount
2020-10-08 04:45:33 +02:00
myT
2aaf17b061
fixed the GL3 debug uniform location check
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it would incorrectly trigger with r_alphaToCoverage 1 and r_msaa 0
2020-10-08 04:19:20 +02:00
myT
633c5bd13c
tweaked the draw surface sort key for better performance
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it minimizes depth fade <-> generic pipeline transitions
2020-10-08 04:08:38 +02:00
myT
78cf275a62
fixed depth fade with MSAA in the GL3 backend
2020-10-08 03:55:40 +02:00
myT
427172edcf
fixed D3D11 device resets being sometimes treated as fatal errors
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after getting DXGI_ERROR_DEVICE_REMOVED or D3DDDIERR_DEVICEREMOVED,
GetDeviceRemovedReason can return DXGI_ERROR_DEVICE_RESET
this particular case should trigger a video restart instead of a fatal error
2020-07-07 09:07:53 +02:00
myT
49028a3f36
simplified the new D3D11 partial clear code to not needlessly change primitive topology
2020-07-07 04:44:31 +02:00
myT
7412c4b373
added r_alphaToCoverageMipBoost and did some other changes to A2C
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- r_alphaToCoverageMipBoost scales the alpha value based on the current texture LoD
this prevents the "fading with distance" effect
- mip 0 dimensions are tested to decide whether contrast boosting around 0.5 is enabled
this is to deal with high r_picmip configs
- improved algorithm for excellent sharpness and minimized temporal artefacts
- GLSL 4.00 is required for the GL3 backend to use A2C (for textureQueryLod)
2020-07-07 03:49:52 +02:00
myT
180a0187b7
fixed the R_AddWorldSurface optimization so it won't remove the sky
2020-06-20 03:04:00 +02:00
myT
70ba2e7939
fixed and improved GL3 shader uniforms caching
2020-06-20 02:28:55 +02:00
myT
6fcabd83b7
fixed D3D11 partial render target clears
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viewport/scissor settings do NOT apply to:
- ClearDepthStencilView
- ClearRenderTargetView
hence this fix
2020-06-18 04:19:34 +02:00
myT
54ee6436fe
updated copyright years
2020-06-01 20:28:44 +02:00
myT
178a61b953
fixed r_mode 1 issues with the D3D11 backend (screenshots and scissor rects)
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the issues were:
- screenshots were black because of mismatched dimensions in the CopyResource call
- display was showing garbage because the scissor rect was too large
2020-05-11 20:07:29 +02:00
myT
f484ee94a7
fixed alpha to coverage for the greater than 0 alpha test
2020-05-09 17:11:47 +02:00