d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.

openal: doppler now applies to openal more consistently.
vulkan: vk_loadglsl cvar enables vk_nv_glsl_shader, with support for existing glsl shaders (still no permutations for now). needs !!samps stuff.
vulkan: r_renderscale now partly works. r_fxaa also works under specific circumstances. needs more work. still no bloom or projections stuff.
menu_download: got a few tweaks to improve it, including zips. I still want to handle engine updates with this stuff, but that can wait for later.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5008 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2016-07-26 11:47:59 +00:00
parent ec623409ff
commit eccfe6b560
43 changed files with 6506 additions and 5335 deletions

View file

@ -95,6 +95,7 @@ void dumpprogblob(FILE *out, unsigned char *buf, unsigned int size)
struct blobheader
{
unsigned char blobmagic[4]; //\xffSPV
unsigned int blobversion;
unsigned int defaulttextures; //s_diffuse etc flags
unsigned int numtextures; //s_t0 count
@ -164,6 +165,7 @@ int generatevulkanblobs(struct blobheader *blob, size_t maxblobsize, char *fname
// snprintf(vertname, sizeof(vertname), "vulkan/%s.vert", fname);
// snprintf(fragname, sizeof(fragname), "vulkan/%s.frag", fname);
memcpy(blob->blobmagic, "\xffSPV", 4);
blob->blobversion = 1;
blob->defaulttextures = 0;
blob->numtextures = 0;
@ -332,7 +334,6 @@ int generatevulkanblobs(struct blobheader *blob, size_t maxblobsize, char *fname
};
int binding = 2;
inheader = 0;
printf("%s %u+%#x samplers\n", fname, blob->numtextures, blob->defaulttextures);
fprintf(temp, "#define OFFSETMAPPING (cvar_r_glsl_offsetmapping>0)\n");
fprintf(temp, "#define SPECULAR (cvar_gl_specular>0)\n");
fprintf(temp, "#ifdef FRAGMENT_SHADER\n");