Commit graph

225 commits

Author SHA1 Message Date
myT
61243c3ce1 clear tessellated buffer before drawing a scene view 2023-11-12 01:32:59 +01:00
myT
d1912ba929 allow device change at any time 2023-11-12 01:32:59 +01:00
myT
fd035c0f70 added r_shadingRate 2023-11-12 01:32:59 +01:00
myT
d841f13fb0 recreate samplers on video restart so max anisotropy takes effect 2023-11-12 01:32:59 +01:00
myT
e2f6e05ebe fixed mirror portal rendering 2023-11-12 01:32:59 +01:00
myT
a86504ddad fixed alpha test and depth write in transparent shaders 2023-11-12 01:32:59 +01:00
myT
a60693ae65 partial depth pre-pass with some hacky heuristics 2023-11-12 01:32:59 +01:00
myT
fadbea4b2c fixed incorrect swap chain size messing up r_mode 1 2023-11-12 01:32:59 +01:00
myT
2789da3a48 added live shader code editing 2023-11-12 01:32:59 +01:00
myT
e13385ed05 more static memory for cpm3b_b1 2023-11-12 01:32:59 +01:00
myT
f8567ecba0 added world shader tracing 2023-11-12 01:32:59 +01:00
myT
3b6a3a5019 added D3D12 rendering and removed D3D11, GL2, GL3
don't track .user files except for cnq3 and cnq3-server

disabled FPS hack

disabled FPS hack, part 2
2023-11-12 01:32:58 +01:00
myT
b3480c7129 fixed crashes due to bad shader stage collapse data 2023-07-29 04:53:18 +02:00
myT
c8e1eb546f added r_teleporterFlash 2023-07-03 03:44:06 +02:00
myT
5b591f270d fixed GL2 portal clip plane not being used 2023-05-30 19:51:06 +02:00
myT
815b8d0c02 fixed texel offset in the CPU mip-map generator 2023-05-30 19:49:55 +02:00
myT
8ed8d26481 removed the R_SetPVSCulling extension
reverted 7e0de354c2
the mod can feed a different area mask to force drawing everything
2023-04-04 22:42:24 +02:00
myT
c75b2b27fa fixed invalid skybox texture mip/filter settings 2023-03-02 18:57:49 +01:00
myT
7e0de354c2 added the R_SetPVSCulling extension 2023-02-25 23:01:11 +01:00
myT
ec95faad1b fixed the RB_CalcDiffuseColor color array offset 2023-02-24 04:43:48 +01:00
myT
b36fce3234 fixed multiple instances of variable shadowing 2022-12-26 22:08:46 +01:00
myT
cb38533de5 invertedpenguin: replaced the shader of the blood pool behind RA 2022-12-13 05:10:57 +01:00
myT
3c8cb0f592 simplified R_ImageList_f 2022-12-11 19:13:33 +01:00
myT
3e18b2d0e1 forcing the nopicmip flag on specific texture folders
for now: "textures/npmenv" and "textures/npmpads"
2022-12-11 19:12:40 +01:00
myT
6b9d35df8c fixed /imageinfo and /shadermixeduse 2022-12-11 19:09:34 +01:00
myT
a7e87a065b fixed the reported selected MSAA sample counts for GL2/GL3 2022-12-04 01:02:37 +01:00
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
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
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
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
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
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
got broken with commit 633c5bd13c
2020-11-05 03:47:55 +01:00
myT
3e0f5b2760 fixed RB_CalcTurbulentTexCoords by using the correct vertex offset
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
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
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
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
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
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
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
- 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
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)
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
myT
d6f77a9b35 fixed crashes due to render command list overflows
also increased the buffer's size (e.g. to draw all chars in the console in 4K)

one of the crashes happens in R_SortDrawSurfs:
-> render command list is too full
-> RE_EndFrame returns early because it can't allocate RC_SWAP_BUFFERS
-> R_ClearFrame in RE_EndFrame doesn't get called
-> the next frame starts with r_firstSceneDrawSurf etc. not being reset to 0
-> r_firstSceneDrawSurf becomes really close to the maximum draw surface limit
-> the draw surface list is iterated incorrectly (no wrapping handled)
-> we fetch a draw surface we shouldn't
-> its sort key gets decoded and we get an invalid sorted shader index
-> we fetch a NULL shader at that index location
-> we attempt to read shader->sort
-> we crash reading address 76
-> 76 bytes is exactly the offset of the sort member into the shader_t struct
2020-05-08 03:38:26 +02:00
myT
1cf28d87fe r_speeds is no longer cheat-protected 2020-04-28 17:20:02 +02:00
myT
1994475982 renamed r_noiseScale to r_ditherStrength for consistency 2020-04-28 17:04:43 +02:00
myT
718b966414 depth fade fixes and improvements
- renamed r_softSprites to r_depthFade
  the term's more descriptive and it helps that UE4 uses it
- fixed the GL3 fragment shader halving the depth bias
- fixed the D3D11 pixel shader only fetching depth sample 0
  not fixed for GL3 yet, see the code comments for that
- added support for more blend states
- added the q3map_cnq3_depthFade general shader directive
2020-04-26 16:32:51 +02:00
myT
a59875200c fixed the D3D11 back-end sometimes colorizing mip level 0 with r_gpuMipGen 1 and r_colorMipLevels 0
it happened because the color channels for blendColor weren't initialized,
that memory could have at least one channel initialized as a NaN value and
throwing a NaN in the shader logic would break it
2020-04-16 05:24:11 +02:00
myT
a5e28eb08f added r_transpSort and we can now sort all surface types by depth
also fixed up RE_AddPolyToScene's overflow check
2020-04-16 05:01:48 +02:00
myT
4e9d0ad709 fixed the soft sprite status console print always saying it's "ON" with GL3 and D3D11 2020-04-05 06:40:34 +02:00
myT
d5984db690 removed r_nobind and r_showImages, wrote help etc. for the renderer's other temp/cheat CVars 2020-04-02 05:06:00 +02:00
myT
546296e6ef fixed r_showsky and cleaned up the related GAL code 2020-04-02 04:50:12 +02:00
myT
24e6cd9277 GL3 can now print shader compile/link warnings even when successful with r_verbose 1 2020-04-02 04:40:12 +02:00
myT
e013893c1b fixed GL3 generic program link issue due to variable type qualifier mismatches (centroid vs not)
this problem proved fatal on some Intel drivers
2020-04-02 04:37:03 +02:00
myT
ae30c5a311 r_mapBrightness can now be used with r_fullbright for lightmapped surfaces 2020-02-27 05:26:19 +01:00
myT
69d6cdf42b fixed r_detailTextures 0 messing up shaders 2020-02-27 05:22:06 +01:00
myT
f773d2a783 fixed dynamic light face culling using the untransformed (world-space) light position 2020-02-26 23:01:28 +01:00
myT
7b01f8b8d3 fixed a bunch of variable shadowing cases and removed unused variables 2020-02-24 01:52:29 +01:00
myT
36f363b47a D3D11 tweaks, added r_d3d11_presentMode, removed r_d3d11_maxQueuedFrames
the D3D11 tweaks:
- better error message formatting
- D3DDDIERR_DEVICEREMOVED from Present is a fatal error too
- synchronized offsets is always the automatic behavior for now
  it turns out that split mode isn't always the fastest for nVidia
2020-02-24 01:48:43 +01:00
myT
85583acc9c dynamic lights apply to even more surfaces and have a nicer fall-off
- ditched vertex colors (not wanted) and alpha tests (not needed) in the shaders
- using a Bezier fall-off to get much softer edges
- added no-depth-write transparent surfaces support by adjusting the depth test
- multiplying the diffuse texture's color by its alpha in non-opaque passes
- fixed triangle rejection based on cull type and normal direction
- reflecting normals in shaders to support two-sided surfaces
- rejecting surfaces with no diffuse stage or bad blend states as early as possible
- liquids get lit weaker than other surfaces
2020-02-21 08:26:12 +01:00
myT
8ef496d22b reverting to old code for .tga image decoding, but with tweaks and fixes
the problem is that stb_image can and will allocate much more than it needs to
e.g. for a 2048x2048 BGR image:
it allocates an unnecessary intermediate 12 MB buffer to decode the image
instead of decoding it directly into the final 16 MB RGBA buffer

the old CNQ3 code didn't decode greyscale properly because of a missing macro call
it also didn't range-check memory accesses at all
2020-02-18 04:42:28 +01:00
myT
ca9757082f r_colorMipLevels disables MSAA when centroid sampling would be used
this is because it would draw (parts of) geometric edges with different colors and that makes visual inspections annoying
also, final MSAA sample counts are always reported by GL3 and GL2 now
2020-02-05 03:43:19 +01:00
myT
c72c8d5ad7 fixed r_fastsky handling in the GL3 renderer back-end 2020-01-19 22:38:35 +01:00
myT
01ce4063b5 added r_lightmapGreyscale
thanks to Jakub 'kubaxvx' Matraszek for his contribution
2020-01-12 23:03:54 +01:00
myT
e91f6e1c08 re-added r_textureMode to keep GL_NEAREST compatibility 2020-01-12 23:03:41 +01:00
myT
f36392c128 fixed r_lightmap affecting non-opaque surfaces 2020-01-09 23:09:39 +01:00
myT
9366ee5130 fixed r_picmip incorrectly applying to external lightmap atlases 2020-01-07 22:54:48 +01:00