Stephen Saunders
e7b681a06e
Build-time perf improvement for PCH, c_str() fix in idCameraAnim::gltfLoadAnim()
2022-12-24 14:10:55 -05:00
Stephen Saunders
7703d4221d
Vulkan timer query fixes, support in-game display mode / window size / vsync changes
2022-11-08 15:27:09 -05:00
Stephen Saunders
8219860378
Clean up NVRHI resources before Sys_Quit(), otherwise non-zero exit code (destructors too late)
2022-10-27 14:52:08 -04:00
Robert Beckebans
43b3375da7
bakeEnv* and bakeLightGrids partially work
2022-04-23 16:34:22 +02:00
Robert Beckebans
a7623165b5
Fixed TAA jittering bug
2022-04-19 21:56:30 +02:00
Robert Beckebans
ca6b434a63
Fixed r_skipShadows and removed r_logFile
2022-04-02 12:33:58 +02:00
Robert Beckebans
d6a43278db
Don't use atlas for interactions that didn't fit into the atlas
2022-04-01 13:55:34 +02:00
Robert Beckebans
52545c8230
Shadow atlas preparations
2022-03-30 12:19:06 +02:00
Robert Beckebans
cf128e42c8
Fixed total frame GPU time query
2022-03-24 19:28:10 +01:00
Robert Beckebans
4e776840d9
Implemented NVRHI timer queries
2022-03-24 18:22:41 +01:00
Robert Beckebans
62429d8f46
Optimized perf by fixing several issues with the GPU<->CPU syncing
2022-03-23 20:22:05 +01:00
Robert Beckebans
51d317543c
Sync NVRHI branch by SP
2022-03-22 11:16:44 +01:00
Robert Beckebans
67a5e99597
Smaller merge changes with master
2022-03-06 08:32:26 +01:00
Robert Beckebans
d557c82b35
Improved RenderDoc logging
2022-02-21 22:08:04 +01:00
Robert Beckebans
16a21fdeb8
NVRHI merge by Stephen Pridham part 1
2022-02-21 16:29:53 +01:00
Robert Beckebans
c23709c2db
Formatted code with Astyle
2022-02-12 12:55:46 +01:00
Stephen Saunders
e4021513d1
Fixes for: Vulkan+BinkDec validation errors, BinkDec replay in PDAs, macOS Vulkan+BinkDec stall, VK_EXT_debug_utils handling, Vulkan gfxInfo on Windows & Linux, idVulkanAllocator::Free(), idCinematicLocal::GetStartTime(), ImGui timings for timedemo first pass
...
(cherry picked from commit 2a93ad2380374e1a327f7af4f8e71c27b2b51528)
2022-01-28 10:33:07 -05:00
Robert Beckebans
79b28779b7
Astyle cleanup
2021-09-28 09:58:48 +02:00
Stephen Saunders
f75701a9ab
Fix overwrite of RC_DRAW_VIEW_3D timestamps by RC_DRAW_VIEW_GUI rendering pass
2021-09-22 17:40:11 -04:00
Admer
2f58f2b0c2
Re-order all pragma once statements to be AFTER the precompiled.h include, to silence IntelliSense's warning about PCH header stops
2021-09-11 17:53:30 +02:00
Robert Beckebans
0964c02bcf
Ran Astyle
2021-04-29 15:20:45 +02:00
Stephen Saunders
0aae6f0902
macOS support for OpenGL and MoltenVK, demo recording/playback improvements
2021-04-19 14:32:52 -04:00
Robert Beckebans
f9a1c5ff36
Added high performance timer queries for OpenGL
2020-05-09 16:48:55 +02:00
Robert Beckebans
d3bc29d510
Added GPU timer queries for Vulkan
2020-05-05 01:21:29 +02:00
Robert Beckebans
faefaa4669
Updated idRenderLog to support RenderDoc and Nvidia's Nsight
2020-05-03 13:39:38 +02:00
Robert Beckebans
4a6af2d609
Applied new Astyle settings
2019-11-11 20:27:44 +01:00
Robert Beckebans
a917b8c258
Stubbed out all OpenGL code
2018-10-03 23:40:35 +02:00
Robert Beckebans
736ccadcb3
Started to move files so it can be compared to vkdoom3
2017-09-03 10:22:36 +02:00
Robert Beckebans
9e4b6188cc
Screen Space Global Illumination first step
2016-01-09 22:24:57 +01:00
Robert Beckebans
d9f9db3b37
Framework for hierarchical depth buffer optimization
2016-01-09 13:38:49 +01:00
Robert Beckebans
8a861c7914
Render SSAO to offscreen FBO
2016-01-06 22:37:16 +01:00
Robert Beckebans
7e49606cc8
Removed ARB endings from OpenGL calls
2014-08-20 11:09:02 +02:00
Robert Beckebans
5153422d0d
Added shadow LOD calculation
2014-05-11 17:24:24 +02:00
Robert Beckebans
96e879361d
Fixed a problem with the searching for embedding local and embedded shaders
2014-05-10 16:00:18 +02:00
Robert Beckebans
485417ab41
Removed obsolete sdl_qgl.cpp and fixed some compile errors
2014-05-10 15:29:59 +02:00
Robert Beckebans
277964f074
Because I can :)
...
- Implemented soft shadows using PCF hardware shadow mapping
The implementation uses sampler2DArrayShadow and PCF which usually
requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should
be widely supported.
All 3 light types are supported which means parallel lights (sun) use
scene independent cascaded shadow mapping.
The implementation is very fast with single taps (400 fps average per
scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
really good which should you give stable 100 fps on todays hardware.
The shadow filtering algorithm is based on Carmack's research which was
released in the original Doom 3 GPL release draw_exp.cpp.
- Changed interaction shaders to use Half-Lambert lighting like in HL2 to
make the game less dark
- Fixed some of the renderer debugging/development tools like r_showTris
2014-05-10 14:40:01 +02:00
Robert Beckebans
ff531907c7
Replaced QGL with GLEW.
2012-12-17 17:30:59 +01:00
Robert Beckebans
f55a763ca4
Formatted code using Artistic Style for better readability.
2012-11-28 16:47:07 +01:00
Brian Harris
5016f605b8
Initial commit
2012-11-26 12:58:24 -06:00