Magnus Norddahl
9f62679684
Move VkRSBuffers to new file
2023-09-25 21:19:06 +02:00
Magnus Norddahl
0bb6b2c298
Split postprocess pipeline creation to its own files
2023-09-25 21:19:06 +02:00
Magnus Norddahl
17f8027cc9
Create RenderState buffers for each thread
2023-09-25 21:19:05 +02:00
Magnus Norddahl
60fb2af02f
Remove FFlatVertexBuffer
2023-09-25 21:19:05 +02:00
Magnus Norddahl
8c4ddea735
Prepare FFlatVertexBuffer for removal
2023-09-25 21:19:05 +02:00
Magnus Norddahl
eb3878ad78
Remove IRenderQueue
2023-09-25 21:19:05 +02:00
Magnus Norddahl
c43cef96d1
Remove the reserved vbo_shadowdata so only hw_vertexbuffer still needs it
2023-09-25 21:19:05 +02:00
Magnus Norddahl
2c9a1cbab7
Fix offset bug when using more than 1024 lights in a scene
2023-09-25 21:19:05 +02:00
Magnus Norddahl
e4578a7626
Improve vid_fps stats
2023-09-25 21:19:05 +02:00
Magnus Norddahl
795c0d90de
Use a uniform buffer for the light list
2023-09-25 21:19:05 +02:00
Magnus Norddahl
bc2105eab9
Change the matrix interface on RenderState so the backend doesn't have to try detect changes on each Apply
...
Include the texture matrix in the mesh builder
2023-09-25 21:19:04 +02:00
Magnus Norddahl
fd3febaf7a
Don't use VkHardwareDataBuffer for internal backend buffers
2023-09-25 21:19:04 +02:00
Magnus Norddahl
b413c80e49
Let the backend manage the shadowmap buffers
2023-09-25 21:19:04 +02:00
Magnus Norddahl
930107636e
Move bone buffer to backend
2023-09-25 21:19:04 +02:00
Magnus Norddahl
d24ffc021b
Manage the light buffer in the backend
2023-09-25 21:19:04 +02:00
Magnus Norddahl
62a227621a
Manage viewpoint buffer internally in the backend
2023-09-25 21:19:04 +02:00
Magnus Norddahl
309330d222
There is no reason to default to poor stuttery performance
2023-09-25 21:19:04 +02:00
Magnus Norddahl
e7610904dd
Adjust meshbuilder to vkdoom changes and make sure the drawinfo functions always allocate vertices from the output renderstate object
2023-09-25 21:19:03 +02:00
Magnus Norddahl
34470aa588
Merge all sectors into one mesh
2023-09-25 21:19:03 +02:00
Magnus Norddahl
1a64adf2be
Add gl_meshcache cvar for toggling it on and off
2023-09-25 21:19:03 +02:00
Magnus Norddahl
9365af7bfe
Upload vertices to vertex buffers
2023-09-25 21:19:03 +02:00
Magnus Norddahl
43cef43e9b
Add support for drawing flats into the mesh cache
2023-09-25 21:19:03 +02:00
Magnus Norddahl
0ee22ccd80
Test drawing all cached sectors every frame
2023-09-25 21:19:03 +02:00
Magnus Norddahl
bd762a17eb
Only create a Mesh if anything was actually drawn
2023-09-25 21:19:03 +02:00
Magnus Norddahl
31a861f343
Build a mesh cache for all sectors
2023-09-25 21:19:03 +02:00
Magnus Norddahl
528afe3ee3
Fix misc state init issues
2023-09-25 21:19:02 +02:00
Magnus Norddahl
fadda8146d
Add the most basic implementation of a Mesh drawer as technically possible :)
2023-09-25 21:19:02 +02:00
Magnus Norddahl
3cae271219
Adjust HWWall to allocate vertices from renderstate
2023-09-25 21:19:02 +02:00
Magnus Norddahl
4be3e2d53a
Add a basic renderstate->mesh builder class
2023-09-25 21:19:02 +02:00
Magnus Norddahl
b5e2de91a4
Add hint which of the uniforms are used by SetColor (maybe later move them to a secondary uniform block for independent updating)
2023-09-25 21:19:02 +02:00
Magnus Norddahl
367c1f8aaa
Remove mAlphaThreshold
2023-09-25 21:19:02 +02:00
Magnus Norddahl
5de7c1ee03
Remove mClipSplit
2023-09-25 21:19:02 +02:00
Magnus Norddahl
59c72e98a4
Remove mLightParms
2023-09-25 21:19:02 +02:00
Magnus Norddahl
f80807d26a
Remove unused uniforms and restrict push constants to only control offsets into buffers
2023-09-25 21:19:02 +02:00
Magnus Norddahl
6d3cb20699
Remove EPassType from VkShaderManager::Get and CompileNextShader() from VkShaderManager constructor
2023-09-25 21:19:01 +02:00
Magnus Norddahl
f220577ca4
Change the options menu to follow a more logical modern layout
...
Remove the old simple menu as that only made things worse
2023-09-25 21:19:01 +02:00
Magnus Norddahl
85f138841c
Only add the lightmode actually being used into the shader
2023-09-25 21:19:01 +02:00
Magnus Norddahl
ca7e5be6b4
Remove virtual inheritance
2023-09-25 21:19:01 +02:00
Magnus Norddahl
ae72639853
Begin removing binding points from the hwrenderer layer.
...
Well known buffers should be created and managed by the backend, otherwise the backend just becomes an OpenGL emulator.
2023-09-25 21:19:01 +02:00
Magnus Norddahl
c22c9bea29
Remove dead code
2023-09-25 21:19:01 +02:00
Magnus Norddahl
9caa966f6f
Add GetDevice function instead of accessing device member directly
2023-09-25 21:19:01 +02:00
Magnus Norddahl
3551e1e5e9
More folder adjustments
2023-09-25 21:19:00 +02:00
Magnus Norddahl
dd9feeea45
Change the folder structure of the vulkan backend to better reflect what is going on
2023-09-25 21:19:00 +02:00
Magnus Norddahl
6781b3215c
Fix null pointer crash when drawing sprites with a null actor
2023-09-25 21:19:00 +02:00
Magnus Norddahl
447932025f
Add support for gl_light_raytrace for cards that do not support rayquery
2023-09-25 21:19:00 +02:00
Christoph Oelckers
16ad25b382
disable 'unfriendly' option like blocking automap or savegames via #ifdef.
...
Leave them in the code for modified engines but in the context of Doom using them has to be considered extremely unfriendly to the player so they should not be available physically.
2023-09-25 21:19:00 +02:00
nashmuhandes
0dbf988d35
Allow ZScript to control saving and the automap
2023-09-25 21:19:00 +02:00
nashmuhandes
1bae44c39b
Stop rotating the models if the game is actually paused.
2023-09-25 21:19:00 +02:00
nashmuhandes
356391b1d7
Re-add corona docs that was meant to be part of the original pull request that didn't make it into GZDoom
2023-09-25 21:19:00 +02:00
nashmuhandes
447f825831
Allow gl_texture to affect models. Aids in debugging lightmap contribution on models.
2023-09-25 21:18:59 +02:00