Commit graph

1072 commits

Author SHA1 Message Date
Robert Beckebans
4448296d74 Updated release notes 2024-11-27 21:35:15 +01:00
Robert Beckebans
17deefb535 More PBR light tweaks towards less specular aliasing 2024-11-27 18:54:17 +01:00
Robert Beckebans
9ba5e92b42 Added new PBR roughness estimation by Kennedith98 2024-11-27 16:31:43 +01:00
Robert Beckebans
025627b155 Backported SMAA and TAA bugfixes from openvr3 branch 2024-11-26 21:18:42 +01:00
Robert Beckebans
e7fbad99d1 Keep motion vectors at zero for TAA for ingame 3D guis 2024-10-26 11:34:01 +02:00
Robert Beckebans
6f2aace910 Deleted old unused OpenGL and Vulkan code that lead up to confusion 2024-10-24 11:58:56 +02:00
Robert Beckebans
d6dabb6869 Fixed TAA bug where the frameIndex was a mismatch in renderer frontend/backend. Backported from VR branch 2024-10-23 15:41:42 +02:00
Robert Beckebans
eca0544339 Render MOC faster at half res like in Avalanche Engine 2024-10-18 18:23:16 +02:00
Robert Beckebans
ca3f8cd183 Interpolate env_probes over 2 seconds when running into new triangle set 2024-10-17 21:53:19 +02:00
Robert Beckebans
05a564228a Yet another env_probe interpolation idea 2024-10-15 22:30:47 +02:00
Robert Beckebans
590cc61c24 Better env_probe interpolation when triangles form a line 2024-10-15 20:38:09 +02:00
Robert Beckebans
1056b50103 Fixed some light flickering when MOC is enabled 2024-10-11 16:12:27 +02:00
Robert Beckebans
b05d296fb6 Bumped GLMB_MAGIC and BRM_MAGIC to save the MOC per model data 2024-10-11 15:34:29 +02:00
Robert Beckebans
5f1a5db3df Deleted renderer/CullingThreadpool.cpp, we stick to the single threaded solution for now 2024-10-11 13:53:12 +02:00
Robert Beckebans
cbee44b5f8 Revert "Copied MaskedOcclusionCulling.h to renderer for USE_INTRINSICS_SSE=OFF (arm64 builds)"
This reverts commit d7165b175d.
2024-10-11 13:48:37 +02:00
SRSaunders
d7165b175d Copied MaskedOcclusionCulling.h to renderer for USE_INTRINSICS_SSE=OFF (arm64 builds) 2024-09-08 23:20:27 -04:00
Robert Beckebans
6f19bff3cf Wrote some debug code for capturing env probes 2024-09-04 23:04:20 +02:00
Robert Beckebans
dc7b80aead Added material textures/common/occlusion 2024-09-03 21:43:13 +02:00
Robert Beckebans
6c00d6bcdd Only draw BSP surfs/patches to masked buffer to reduce tris 2024-09-02 23:14:08 +02:00
Robert Beckebans
1e2b1be338 Copied CullingThreadPool to renderer for making an id Tech 5 version 2024-09-02 21:00:01 +02:00
Robert Beckebans
abff15168b Round moc buffer width and height 2024-08-30 21:06:40 +02:00
Robert Beckebans
b3a22ffc7e Some MOC multithreaded code, not working 2024-08-30 18:41:03 +02:00
Robert Beckebans
b889c56e92 Raster triangles faster at the expense of memory 2024-08-30 16:41:32 +02:00
Robert Beckebans
09224febca Show masked occlusion time with com_showFPS 3 2024-08-28 21:43:19 +02:00
Robert Beckebans
8a57cf210a Increased vertex cache limits for TSM mod #918 #660 2024-08-28 21:26:43 +02:00
Robert Beckebans
06c6dd0e4a Fixed viewInsideSurface check which caused much flickering 2024-08-27 23:01:08 +02:00
Robert Beckebans
d747be22d6 Fixed compiling MOC on Linux 2024-08-27 14:01:34 +02:00
Robert Beckebans
d34eaf0b09 Fixed compiling on Linux without MOC 2024-08-27 13:28:43 +02:00
Robert Beckebans
c4e39bdc1c Skip Masked Occlusion Culling on non-SSE2 CPUs 2024-08-27 11:41:39 +02:00
Robert Beckebans
930c968fa9 Turn off occlusion culling for mirrors and subviews 2024-08-26 22:58:59 +02:00
Robert Beckebans
a7d1d7f72e All lights can be culled now 2024-08-26 22:36:58 +02:00
Robert Beckebans
e121472661 Point lights can be culled. #756 2024-08-26 10:26:40 +02:00
Robert Beckebans
5107d12cc5 Don't cull objects that we run into 2024-08-22 23:19:59 +02:00
Robert Beckebans
fc6c1fef7a Query only draw surface boxes with MOC 2024-08-22 22:05:47 +02:00
Robert Beckebans
dba7404eff Don't let TAA mess with masked culling 2024-08-22 00:24:17 +02:00
Robert Beckebans
1fda97ec25 Masked Software Occlusion Culling kinda works 2024-08-22 00:05:04 +02:00
Robert Beckebans
9e919c8d76 Added Masked Software Occlusion Culling lib by Intel 2024-08-21 18:39:52 +02:00
SRSaunders
4d34957f65 Respect basePath parameter vs hardcoded path in R_WritePNG() 2024-08-20 21:57:56 -04:00
Robert Beckebans
ab589eb5ef PSX affine texture mapping 2024-08-17 18:37:50 +02:00
Robert Beckebans
25e2208f68 Ported advanced CRT shader by whkrmrgks0 2024-08-07 22:35:16 +02:00
Robert Beckebans
e66754b7f3 Easymode CRT looks like the games on my TV in the 90s 2024-08-05 22:59:28 +02:00
Robert Beckebans
885bf8d7c0 Combined easymode CRT with a NTSC signal 2024-08-02 17:30:01 +02:00
Robert Beckebans
e14d6d595c Ported RetroArch Aperture CRT shader but not much better than Easymode 2024-08-01 21:05:50 +02:00
Robert Beckebans
cef666f2fd Easymode CRT shader works correctly 2024-08-01 17:23:07 +02:00
Robert Beckebans
fe959aa03a Ported RetroArch Easymode CRT shader WIP 2024-07-31 23:52:01 +02:00
Robert Beckebans
676c970886 Added Gameboy and NES render modes 2024-07-31 18:11:43 +02:00
Robert Beckebans
ea78cf42e3 Store world normals in gbuffer 2024-07-31 17:04:42 +02:00
Robert Beckebans
449f56ab9f More triplanar shader tests 2024-07-30 23:24:44 +02:00
Robert Beckebans
a3a52c97fe Some experiments similar to Obra Dinn and fixed old SSAO 2024-07-30 22:01:27 +02:00
Robert Beckebans
cebba26908 Made PSX vertex jitter resolution independent 2024-07-26 17:50:06 +02:00