Commit graph

21318 commits

Author SHA1 Message Date
nashmuhandes
494ec1b3f9 Go back to the hex font for now 2023-09-25 21:19:57 +02:00
Magnus Norddahl
d94eb5cb31 Use a truetype font for the options menu, although a better one could probably be chosen to match the theme of doom 2023-09-25 21:19:57 +02:00
nashmuhandes
5934fd6ac9 Fix CHANGELEVEL_NOAUTOSAVE logic 2023-09-25 21:19:07 +02:00
RaveYard
01a6dafe6a Fix strange crash when player's weapon is removed. 2023-09-25 21:19:07 +02:00
Christoph Oelckers
ed5d81271b consider LEVEL9_NOAUTOSAVEONENTER unfriendly 2023-09-25 21:19:07 +02:00
nashmuhandes
f3b4c6047e Add CHANGELEVEL_NOAUTOSAVE flag to ChangeLevel to allow scripted level-switching to bypass autosaving 2023-09-25 21:19:07 +02:00
nashmuhandes
693ed25414 Add MAPINFO NoAutoSaveOnEnter - this fully disables autosaves when a map is just entered (ignoring the user's autosave preference). 2023-09-25 21:19:07 +02:00
nashmuhandes
e5a4ed55f3 - Serialize Level.nousersave and Level.noautomap properly
- Also allow them to be settable directly in a map's MAPINFO block (NoUserSave and NoAutoMap respectively)

# Conflicts:
#	src/p_saveg.cpp
2023-09-25 21:19:07 +02:00
Magnus Norddahl
ed2f01ac9a Update menudef to also include Professor Hastig suggestions 2023-09-25 21:19:07 +02:00
Magnus Norddahl
f8f9cf707b Add support for gl_multithread while gl_meshcache is active
Stop building geometry for lines that have a portal (when gl_meshcache is active)
2023-09-25 21:19:07 +02:00
Magnus Norddahl
256dd8fa3d Hook up portals to gl_meshcache 2023-09-25 21:19:06 +02:00
Magnus Norddahl
dba5399635 Add HWDrawContext so that multiple threads can maintain their own drawinfo without need for synchronization 2023-09-25 21:19:06 +02:00
Magnus Norddahl
0adb152913 Create a RenderState object for each thread 2023-09-25 21:19:06 +02:00
Magnus Norddahl
6739b079d0 Add support for submitting command buffers from worker threads 2023-09-25 21:19:06 +02:00
Magnus Norddahl
c06123e040 Make VkMaterial::GetDescriptorSet thread safe 2023-09-25 21:19:06 +02:00
Magnus Norddahl
6ba64b8e2f Add thread safe render pass and pipeline creation and fetching 2023-09-25 21:19:06 +02:00
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