Commit graph

188 commits

Author SHA1 Message Date
Magnus Norddahl
b4154f1772 - fix palette color problem 2019-02-27 16:28:29 +01:00
Magnus Norddahl
96547713d9 - hook up the software renderer 2019-02-27 15:37:37 +01:00
Christopher Bruns
8becc0e78d Enable menu blur in stereo 3d.
Use more blitting to avoid confusing framebuffer state management in stereo 3D.
2019-02-27 09:51:02 +01:00
Magnus Norddahl
a3c21e0b01 - upload some real texture contents 2019-02-26 22:45:18 +01:00
Magnus Norddahl
fe67a2c24f - fix enough bugs to finally get some visuals 2019-02-26 20:19:54 +01:00
Magnus Norddahl
e1d1358249 - add missing field 2019-02-26 20:18:30 +01:00
Magnus Norddahl
19f4133768 - move most push constants to dynamic uniform buffers 2019-02-26 16:50:54 +01:00
Magnus Norddahl
d958c4fec5 - upload and bind some textures 2019-02-26 15:29:08 +01:00
Magnus Norddahl
347339b254 - add a very basic present shader using a blit
- avoid dealing with image layout transitions for the blit by using VK_IMAGE_LAYOUT_GENERAL for now
2019-02-26 12:25:17 +01:00
Magnus Norddahl
854526dee4 - submit the upload commands 2019-02-26 11:58:03 +01:00
Magnus Norddahl
e875198b37 - create raii objects for semaphore and fence 2019-02-26 11:44:29 +01:00
Magnus Norddahl
27e78e7d8d - remove unused code 2019-02-26 11:31:09 +01:00
Magnus Norddahl
9ed1c7f40b - add render pass manager and setup a pipeline for VkRenderState 2019-02-26 11:27:29 +01:00
Magnus Norddahl
fbfcc30d00 Merge branch 'vulkan2' of https://github.com/coelckers/gzdoom into vulkan2 2019-02-26 11:21:42 +01:00
Magnus Norddahl
69229d7719 - add missing forward declarations 2019-02-26 11:20:24 +01:00
Christoph Oelckers
e8f690116b - removed unused gl_spritebrightfog CVAR. 2019-02-26 00:07:30 +01:00
Christopher Bruns
051145b2c8 Use flag to avoid second eye stereo color problem 2019-02-25 00:14:41 +01:00
Christopher Bruns
e83092a7eb Fix stereo-3D 2D quad color problem. 2019-02-25 00:14:41 +01:00
Christoph Oelckers
413412f603 Merge branch 'master' into vulkan2 2019-02-23 19:53:38 +01:00
Rachael Alexanderson
7098748e9e - fix building on case sensitive systems 2019-02-23 13:51:24 -05:00
Christoph Oelckers
c3890342e6 - moved the 2D drawing code to its own directory under 'rendering'. 2019-02-23 18:08:57 +01:00
Christoph Oelckers
ef3e5ef01e - moved a few parts from g_level.cpp to better fitting places. 2019-02-23 15:21:54 +01:00
Magnus Norddahl
52460d53d9 - compile main.vp and main.fp for vulkan 2019-02-22 11:30:48 +01:00
Magnus Norddahl
a97d736bd9 - add vulkan renderstate and shadermanager classes 2019-02-21 22:49:00 +01:00
Magnus Norddahl
c606346ae3 - remove dead code 2019-02-21 21:23:44 +01:00
Magnus Norddahl
478ef05a0a - create vulkan buffer objects implementation 2019-02-21 12:31:14 +01:00
Magnus Norddahl
fc79cd1280 - present an empty back buffer while keeping vsync 2019-02-21 10:19:59 +01:00
Magnus Norddahl
75403ec744 - hook up the glsl compiler 2019-02-21 00:25:51 +01:00
Magnus Norddahl
c6b29846d0 - add 3rd party vulkan dependencies
- add stubs for a vulkan hw renderer backend
- add RAII wrappers for vulkan object types
- add builder classes to isolate vulkan boilerplate code
- add a swap chain class
2019-02-20 21:21:57 +01:00
Christoph Oelckers
868ac5adf8 - switched the Windows backend to use the Windows Unicode API.
With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.

So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
2019-02-14 22:23:33 +01:00
Christoph Oelckers
0b2494f9ca - fixed: The global viewpoint's Level member was accessed before it was set.
All affected code needs to get a Level parameter passed in through its arguments.
2019-02-08 13:12:46 +01:00
Christoph Oelckers
979f1df281 Merge remote-tracking branch 'remotes/origin/master' into new_level_refactor
# Conflicts:
#	src/g_level.cpp
#	src/p_user.cpp
2019-02-05 13:49:07 +01:00
Christoph Oelckers
e41c898817 Merge branch 'master' into new_level_refactor 2019-02-04 13:11:01 +01:00
Christoph Oelckers
53162a8a5c Merge branch 'master' into new_level_refactor
# Conflicts:
#	src/am_map.cpp
2019-02-03 09:20:13 +01:00
Christoph Oelckers
45dc9a7b47 - renamed the level variables.
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.

The static 'level' has been mostly removed from the code except some places that still need work.
2019-02-02 00:25:51 +01:00
Christoph Oelckers
202f3d7d80 - changed most places where a player index is calculated by subtracting the player array's base access. 2019-02-01 17:31:11 +01:00
Christoph Oelckers
e3eaa5964d - removed v_video.h include from portals.h
This has no business in a play related file which also made no use of it.
2019-02-01 00:30:21 +01:00
Christoph Oelckers
89d607c9a6 - moved all rendering code into a common subdirectory.
No changes to the files themselves was made.
2019-01-31 19:58:17 +01:00