Commit graph

33 commits

Author SHA1 Message Date
Christoph Oelckers
f8e9cb8fbc - major dependency reduction of the texture system. 2020-04-11 20:20:37 +02:00
Magnus Norddahl
fca3da8af4 Update and clarify the licenses for the postprocess, vulkan and softpoly parts 2020-01-03 05:52:01 +01:00
Christoph Oelckers
3d3f364874 - consolidated postprocessing code a bit.
The code that determines the order of effects should not be duplicated between renderers.
2019-06-20 11:55:45 +02:00
Magnus Norddahl
ae69abc049 - FXAA_DISCARD should never be enabled. It only works when the output framebuffer is the same as the original. 2019-06-05 19:06:33 +02:00
alexey.lysiuk
4d29b5b5e7 - limited disabling of FXAA discard to Vulkan on AMD hardware 2019-06-04 12:43:08 +03:00
alexey.lysiuk
addcad8ac0 - disabled discard in FXAA shader with Vulkan backend
Discard caused graphical corruptions on AMD hardware with Vulkan backend enabled

https://forum.zdoom.org/viewtopic.php?t=64230
2019-06-04 11:32:00 +03:00
alexey.lysiuk
da2d0e47e6 - removed array length() function from shadowmap shader
Array's length() function is not yet supported by SPIRV-cross and MoltenVK
Its usage was replaced by explicit nodes count value passed as uniform
2019-05-24 14:29:37 +03:00
alexey.lysiuk
a897751fb7 - fixed compilation warning reported by Clang
src/rendering/hwrenderer/postprocessing/hw_postprocess.cpp:1007:13: warning: delete called on non-final 'PPTexture' that has virtual functions but non-virtual destructor [-Wdelete-non-virtual-dtor]
2019-05-06 16:02:44 +03:00
Magnus Norddahl
1973001834 - use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case 2019-05-01 00:55:31 +02:00
Magnus Norddahl
81e32ecc72 - implement stat gpu on vulkan and fix it on opengl 2019-04-30 22:55:35 +02:00
Magnus Norddahl
e42d11cc34 - change padding to something else than __ since that is restricted 2019-04-18 19:57:03 +02:00
Magnus Norddahl
15dae4cfe6 - rewrite depthblur.fp to workaround what seemed to be a bug in the NVidia driver 2019-04-16 16:17:23 +02:00
Magnus Norddahl
9d29a460de - simplify depthblur.fp into a single function 2019-04-16 08:59:29 +02:00
Magnus Norddahl
073f151761 - fix line that shouldn't have been committed 2019-04-16 07:30:13 +02:00
Magnus Norddahl
67490d13cb - add gl_ssao_debug mode showing the depth 2019-04-16 05:29:32 +02:00
Magnus Norddahl
558760c090 - fix the gl_ssao_debug cvar 2019-04-16 03:32:54 +02:00
Magnus Norddahl
b5e0451805 - change the wrap mode for custom textures in custom postprocess shaders to repeat 2019-04-14 19:00:29 +02:00
Rachael Alexanderson
482e9c0f2c - fixed: Intel OpenGL did not quite recognize the "layout(location=0)" shader uniform definitions, so this had to be removed for OpenGL mode only so that Intel's compiler will continue to function normally for custom shaders. 2019-04-11 13:21:40 -04:00
Magnus Norddahl
b9900450c7 - remove unused function declaration 2019-04-08 05:31:20 +02:00
Magnus Norddahl
afbd45e1b1 - fix uniform aligment bug for vec3 2019-04-08 05:27:35 +02:00
Magnus Norddahl
a488034065 - fix null pointer crash 2019-04-08 04:57:46 +02:00
Magnus Norddahl
d114575bd1 - implement custom post process shaders for vulkan backend 2019-04-08 00:47:55 +02:00
Magnus Norddahl
d1378364b5 - fix bloom pass regression 2019-04-07 20:52:04 +02:00
Magnus Norddahl
05f0730c9d - convert PPStep to PPRenderState 2019-03-15 23:24:31 +01:00
Magnus Norddahl
cce96ca87a - implement shadow maps 2019-03-15 07:54:34 +01:00
Magnus Norddahl
e5e9924c5e - remove IShaderProgram and make the old classes an implementation detail of the OpenGL backend. In the long run they should be removed completely as their weird design is mostly an artifact of once having supported OpenGL 2 2019-03-13 00:52:25 +01:00
Magnus Norddahl
dca0b75038 - change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
2019-03-12 23:53:20 +01:00
Magnus Norddahl
0620041228 - remove screenquadscale.vp 2019-03-12 16:24:55 +01:00
Magnus Norddahl
ca570f1e78 - move shadowmap uniforms out of FShadowMapShader 2019-03-08 17:45:07 +01:00
Magnus Norddahl
0679b493ec - hook up the present shader 2019-03-06 22:59:21 +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
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
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