Magnus Norddahl
69cfadf411
Manage buffers in VkBufferManager
2022-06-22 07:55:19 +02:00
Magnus Norddahl
ef802b85e7
Manage postprocess texture lifetimes in the same way as for hw textures
2022-06-22 07:55:19 +02:00
Magnus Norddahl
b3316fbe21
Let VkTextureManager manage the VkHardwareTexture resources
...
Let VkDescriptorSetManager manage the VkMaterial resources
Add the resources to the delete list instead of freeing them immediately as the backend cannot rely on exactly when the hardware renderer decides to destroy them
2022-06-22 07:55:19 +02:00
Magnus Norddahl
298c023b1d
Add buffer and texture managers for handling object lifetimes
2022-06-22 07:55:19 +02:00
Magnus Norddahl
8004532cba
Begin detaching internal vulkan object lifetimes from the hardware renderer layer
2022-06-22 07:55:19 +02:00
Magnus Norddahl
8ebad1003b
Split postprocess part into more files
2022-06-22 07:55:19 +02:00
Magnus Norddahl
ecd2dc6300
Move command buffers out of vk_framebuffer and into its own manager class
2022-06-22 07:55:19 +02:00
Magnus Norddahl
a4e82766d7
Move inlined builder functions to the cpp file and remove FixedVector (none of it is on the critical path anyway)
2022-06-22 07:55:19 +02:00
Magnus Norddahl
3f28a7e5e4
Add some more pipeline barriers hoping it will make any difference to Nvidia drivers crashing on a worker thread (yay, nvidia!)
2022-06-22 07:55:19 +02:00
Magnus Norddahl
8517c9713a
Move descriptor sets from VkRenderPassManager into a new class called VkDescriptorSetManager
2022-06-22 07:55:19 +02:00
Magnus Norddahl
e26fb04adf
Some minor bug fixes
2022-06-22 07:55:19 +02:00
Magnus Norddahl
138d3e86ce
Fix null pointer crash when writing debug messages
2022-06-22 07:55:19 +02:00
Magnus Norddahl
0c1aab074c
Hook up the acceleration structure to the shader and start shooting some rays!
2022-06-22 07:55:19 +02:00
Magnus Norddahl
e08965b0b3
Improve vk_debug output a lot by throwing away the useless parts of the message and limit the callstack to the first 5 gzdoom calls
2022-06-22 07:55:19 +02:00
Magnus Norddahl
0c90a72c66
Upgrade SPV and GLSL version if using Vulkan 1.2
2022-06-22 07:55:19 +02:00
Magnus Norddahl
97073410c4
Upload acceleration structures for the level mesh
2022-06-22 07:55:19 +02:00
Magnus Norddahl
bf1732904f
Enable vulkan 1.2 and ray tracing extensions, if available
2022-06-22 07:55:19 +02:00
Magnus Norddahl
c6416a2afe
Update volk to a newer version
2022-06-22 07:55:19 +02:00
Christoph Oelckers
d5888dfa0a
- validate fountaincolor before using it.
2022-06-21 19:47:08 +02:00
Jan Engelhardt
3213f046c2
Resolve build failure on i686-linux
...
gcc had to say:
gzdoom-g4.8.0/src/common/engine/stats.h:83:13: error: 'CPU' was not declared in this scope
83 | if (CPU.bRDTSC)
2022-06-19 07:53:21 +02:00
alexey.lysiuk
cd998edf86
- added detection of macOS Ventura
2022-06-18 13:14:48 +03:00
Christoph Oelckers
14fc2a011e
- ZScript: don't allow multiple assignment syntax with only one element.
2022-06-16 10:47:11 +02:00
Christoph Oelckers
74866c28ce
- allow taking screenshots in cutscenes.
2022-06-16 09:51:09 +02:00
Christoph Oelckers
18115ef455
- fixed JIT target function for GetTimeFrac.
...
I_GetTimeFrac has default parameters so it cannot be used directly.
2022-06-16 09:34:40 +02:00
Christoph Oelckers
c5eec7b8bb
- fixed: For cutscenes the alternative clean scaling factors need to be activated.
...
This setting was at odds with the internals of the intermission and summary screen handlers.
2022-06-16 09:18:27 +02:00
Christoph Oelckers
e62fe65d00
- silenced a few more float conversion warnings.
2022-06-16 08:21:27 +02:00
Magnus Norddahl
34f1b23c3f
Fix the discolored sky bug
2022-06-13 21:34:30 -04:00
Christoph Oelckers
851a211be2
- fixed some warnings
2022-06-13 00:08:08 +02:00
RaveYard
519f9f4298
Fix JIT pointer offsets
2022-06-12 17:57:44 +02:00
RaveYard
f9bf6f9311
Implement FVector ZScript for Actor Scale
2022-06-12 17:57:44 +02:00
Christoph Oelckers
013f2003e8
Revert "-got rid of shared_ptr in postprocessing system"
...
This reverts commit 40872a2b21
.
This crashed on Vulkan in a very weird way.
2022-06-09 09:16:58 +02:00
Christoph Oelckers
eb56eb380e
- reinstated con_scale.
2022-06-08 16:42:32 +02:00
Christoph Oelckers
07a8701f8d
- make sure the last notch on the start screen is rendered.
2022-06-07 23:14:17 +02:00
Ricardo Luís Vaz Silva
121045e48d
move relative path resolution earlier, to prevent problems with include deduplication
2022-06-07 20:16:50 +02:00
Ricardo Luís Vaz Silva
6f6942609c
fix relative include path when loading folders
2022-06-07 10:02:12 -04:00
Christoph Oelckers
9454ba1009
- eliminated more unneeded shared_ptr’s.
2022-06-07 14:09:00 +02:00
Christoph Oelckers
40872a2b21
-got rid of shared_ptr in postprocessing system
2022-06-07 13:59:00 +02:00
Christoph Oelckers
c7798d5503
- use a unique_ptr for the GL debug object.
...
This doesn’t get shared and the containing class doesn’t need to be copied so this is sufficient.
2022-06-07 00:11:56 +02:00
Christoph Oelckers
989dcfcf1c
- avoid storing texture pointers in longer lived data
...
* these circumvented all internal texture replacement logic. Texture objects should only be resolved right before drawing them
* added an explicit ‚tilebackground‘ option for the summary screen to fix problems with bad decision logic based on incorrect texture type checks. Automatic tiling no longer depends on texture type, but solely on size.
* added a DrawTexture variant that can be passed a texture ID instead of a pointer
2022-06-07 00:00:54 +02:00
Christoph Oelckers
d1caf3a471
- made TObjPtr as trivial as possible.
...
Mainly to avoid problems with Raze, but eliminating this constructor lets us catch erroneous local definitions via 'auto', which can cause major problems if left undetected.
2022-06-06 15:19:31 +02:00
Christoph Oelckers
71ce8aa79a
- block wipes when streaming movies are playing.
...
For synchronization purposes they cannot be interrupted by the wipe loop.
This also groups the cutscene state in a struct for readability purposes.
2022-06-06 12:30:47 +02:00
Christoph Oelckers
c62e14d2c1
- Backend update from Raze
...
Mostly cleanup and better separation of game/backend concerns.
2022-06-06 12:09:29 +02:00
Christoph Oelckers
a59436c4c2
- fixed auto-scaling for console.
2022-06-05 12:34:22 +02:00
Christoph Oelckers
e266fb1c16
- removed all vid_fps offsetting.
...
To compensate there is now also a "stat fps" which displays the FPS rate in the lower left corner. This had to go because unconditionally altering positions was causing problems with custom HUDs.
2022-06-05 12:16:56 +02:00
Christoph Oelckers
efaaa3c118
- added Raze-style HUD scaling.
2022-06-05 10:57:21 +02:00
Christoph Oelckers
0ee1cc85ec
- fixed: The IVF decoder never accounted for odd dimensions when applying the UV subsampling.
...
To simplify the code the 'optimized' loop was replaced with one iterating over all pixels - even in the worst of cases the little savings are hardly performance relevant.
2022-06-05 08:09:50 +02:00
Christoph Oelckers
608b387e04
- use correct mapping for IBM437’s lower characters
...
For use on text screens these need to be mapped to the printable characters they represent on screen, not the control characters of ASCII.
2022-06-03 00:12:45 +02:00
Christoph Oelckers
05c846c4eb
- fixed: the last column of a text-type start screen was not rendered.
2022-06-02 08:32:39 +02:00
Christoph Oelckers
092eb1eb6f
- use StartupTexture, not HeaderTexture to clear the screen.
...
HeaderTexture does not exist for the Endoom screen.
2022-06-01 18:00:03 +02:00
Christoph Oelckers
c11729c2bb
- fixed: Vulkan descriptor sets must check the real translation, not just the translation ID.
...
In particular the one for the menu's player sprite and ACS translations can alter a translation ID's actual translation at run time, these changes never triggered a descriptor set change.
2022-06-01 16:47:54 +02:00