Robert Beckebans
95f9b4de4a
Removed more obsolete Vulkan code
2023-03-10 18:49:32 +01:00
Robert Beckebans
b4b025979d
Refactored DeviceManager_DX12 members for better diffing with orig Donut sample
2023-03-06 17:05:43 +01:00
Robert Beckebans
a441eccfd0
Super basic Optick profiler integration
2023-02-28 18:00:54 +01:00
Robert Beckebans
0a1162aea0
Detect displays that only support 144, 165 and 240 Hz
2023-02-22 17:47:21 +01:00
Robert Beckebans
3a3af32ddb
Replaced std::min/max with Min/Max
2022-11-19 16:46:21 +01:00
Robert Beckebans
8a821c3a7a
Astyle
2022-11-18 16:47:29 +01:00
Stephen Saunders
afacd8014c
Improve timer stats, get / set displayFrequency, implement Vulkan vsync mode 1, fix DX12 vsync mode 0 for fullscreen
2022-11-17 23:42:06 -05:00
Stephen Saunders
7a7571f88a
Fix window resize/fullscreen handling and make consistent between DX12 and Vulkan (Windows & SDL)
2022-11-11 21:51:31 -05:00
Stephen Saunders
f5745b4ab6
Support window resize and fullscreen changes on Windows and Linux without validation errors
2022-11-10 14:56:18 -05:00
Stephen Saunders
f756ef26c2
Move DeviceManager_<API>.cpp files to neo/sys directory for single stream common maintenance
2022-11-08 16:33:29 -05:00
Robert Beckebans
c55467ef33
Fixed several Vulkan errors
2022-09-22 20:08:07 +02:00
Robert Beckebans
1d456a9026
Probably fixed Vulkan swapchain problem
2022-09-22 18:34:07 +02:00
Robert Beckebans
9307983475
Some code to debug the NVRHI swapchain problem
2022-09-17 20:01:06 +02:00
Robert Beckebans
374897f750
Merge branch '679-gltf-map-support2' into 679-gltf-map-support
2022-07-02 12:55:10 +02:00
Robert Beckebans
fd6c589da0
( ), ( void ) -> ()
2022-06-18 10:43:30 +02:00
Robert Beckebans
d3382b03e2
Outcommented broken SMAA and MSAA options
2022-05-29 15:51:07 +02:00
Robert Beckebans
6cd2b98491
TAA is working. Fixed wrong output resolution
2022-04-13 22:05:05 +02:00
Robert Beckebans
62429d8f46
Optimized perf by fixing several issues with the GPU<->CPU syncing
2022-03-23 20:22:05 +01:00
Robert Beckebans
d4f1d99bd7
Some work on GPU Skinning and Vulkan debugging
2022-03-22 20:46:44 +01:00
Robert Beckebans
51d317543c
Sync NVRHI branch by SP
2022-03-22 11:16:44 +01:00
Robert Beckebans
91ae3aa3ed
Sync NVRHI branch by SP
2022-03-15 11:41:56 +01:00
Robert Beckebans
67a0768560
Fixed sRGB and screen size problems with the DX12 device manager
2022-03-11 11:44:07 +01:00
Robert Beckebans
01a86e2b3d
Fixed flash light shadow maps
2022-03-10 20:20:48 +01:00
Robert Beckebans
28c756b1d7
Don't resize Framebuffers after device shutdown
2022-03-10 19:42:43 +01:00
Robert Beckebans
1d93ad0a58
It can start and load a map!
2022-02-21 21:26:36 +01:00
Robert Beckebans
535e56f580
It's compiling!
2022-02-21 19:56:21 +01:00
Robert Beckebans
9b4b93e8ef
Added missing files
2022-02-21 18:15:56 +01:00
Robert Beckebans
9b5919ab22
Fixed DPI Scaling problems #616
2021-10-28 11:16:11 +02:00
Stephen Saunders
6f3f0ca491
Fix CPU timer scaling on Win64 + minor format changes for FPS overlay
2021-09-22 17:57:19 -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
c705e894fd
Don't lookup Steam and GOG D3BFG paths by default.
...
This breaks development builds however you can set this behaviour by
setting +set sys_useSteamPath 1 or +set sys_useGOGPath 1
2021-06-04 13:06:34 +02:00
Robert Beckebans
b14a5b4fbb
Applied Astyle
2021-05-26 09:25:28 +02:00
raynorpat
90a20aec42
Support for Steam and GOG.com base path detection for Windows.
...
This uses the registry unfortunately, but is fairly clean.
This will check the Steam App ID first, then the Steam install path, then finally will check the GOG.com App ID.
2021-05-25 23:20:54 -04:00
Robert Beckebans
d7a96ca21b
Allow sys_lang to be saved to config
2021-05-08 15:05:47 +02:00
Robert Beckebans
afae2740bf
Fixed unnessary warnings with VS2017
2021-03-15 21:21:56 +01:00
Robert Beckebans
d394ae186f
Replaced DOOM 3 BFG icon
2021-02-25 19:30:07 +01:00
Robert Beckebans
c0376eacaf
Merged some smaller bugfixes from Stephen's branch
2021-02-20 12:03:11 +01:00
Robert Beckebans
58607c2cca
Changed r_useOpenGL45 default to 1 on Win and updated docs
2021-02-17 20:52:36 +01:00
Robert Beckebans
f97bfe3eb4
Don't try to create an OpenGL 5.0 context ...
2020-03-28 17:53:39 +01:00
Robert Beckebans
4a6af2d609
Applied new Astyle settings
2019-11-11 20:27:44 +01:00
Robert Beckebans
a3e8b52170
Ported ImGui light editor from OpenTechBFG
2019-10-28 15:39:00 +01:00
Robert Beckebans
8cdc4aa99c
Try to run with OpenGL 4.5 core profile by default on Windows
2018-11-02 13:35:02 +01:00
Robert Beckebans
f180da6f63
Merged more Vulkan code from vkneo
2018-10-05 21:43:55 +02:00
Robert Beckebans
a7d5c16e0a
Vulkan CreateInstance Hello World
2018-10-04 00:30:20 +02:00
Robert Beckebans
a917b8c258
Stubbed out all OpenGL code
2018-10-03 23:40:35 +02:00
Robert Beckebans
3d9f9b75db
Deleted almost all OpenGL code from _VK backend files
2018-10-03 21:14:28 +02:00
Robert Beckebans
736ccadcb3
Started to move files so it can be compared to vkdoom3
2017-09-03 10:22:36 +02:00
Daniel Gibson
90b1ff0b65
Format Code with AStyle 2.05.1
2015-02-09 00:29:57 +01:00
Daniel Gibson
65d1428dd1
Make Unicode input work for SDL
...
The d3bfg internal SE_CHAR events were documented as "evValue is an
ascii char", but are actually at least UTF-16, as returned by
Windows WM_CHAR events.
We now assume it's UTF-32 (UTF-16 has the same values mostly)
and the SDL backend now puts UTF-32 chars into SE_CHAR events.
In the Windows backend I make sure that no surrogate UTF-16 chars are
emitted + I added support for WM_UNICODE messages.
Now I can input Ümläuts intö the conßole window \o/
2015-01-28 17:32:35 +01:00
Robert Beckebans
d691002296
Bumped engine version to 1.0.3 to prepare for new release
2015-01-18 12:13:24 +01:00