Ivan Avdeev
053d26e870
move ref_vk to ref/vk
2023-02-16 10:30:31 -08:00
Ivan Avdeev
604bd702d4
Merge remote-tracking branch 'upstream/master' into merge-from-upstream-2023-02-16
2023-02-16 10:19:30 -08:00
Ivan Avdeev
1f774c6400
Merge significant ray tracer improvements #341 from w23/better-sampling-passes
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Initial observation: our vgpr story is abysmal, so need to split the one uber-rt-shader into pieces.
Done here:
- ray tracing pipeline uber shader is split into separate compute phases -> perf x2 (with a possibility of further radical improvements)
- "programmable render": read spirv, extract bindings, auto-create missing resources, etc.
- better light sampling, significant image quality improvements
- better synchronization. cpu can continue preparing the next frame while previous one is still being drawn on GPU
- lots of other small fixes
2023-02-14 13:00:53 -08:00
Ivan 'provod' Avdeev
4dd793569c
rt: add alpha-quality alpha blending
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Do translucency in bounce stage. It's not great, but lets us see thing through.
Also fix reading OOB uninitialized memory for color/alpha.
2023-02-14 12:55:40 -08:00
Alibek Omarov
21b9f07323
engine: platform: sdl: remove legacy XASH_NANOGL macro from vid code, it's only relevant for ref_gl
2023-02-14 18:52:51 +03:00
Alibek Omarov
0bff62e696
engine: sprite: migrate header to stdint.h, remove usage of enums in data structs for portability, add static sizeof checks
2023-02-14 18:29:27 +03:00
Alibek Omarov
858597832d
engine: alias: migrate header to stdint.h, remove usage of enums in data structs for portability, add static sizeof checks
2023-02-14 18:29:18 +03:00
Alibek Omarov
9b0ac7cb32
common: add shared synctype_t definition header, borrowed from Quake's modelgen.h
2023-02-14 18:18:16 +03:00
Alibek Omarov
3c27384b6b
filesystem: speedup fs_ext_path case in FS_FindFile
2023-02-13 06:49:52 +03:00
Alibek Omarov
1e8c26a527
filesystem: wad: fix loading WADs by absolute paths
2023-02-13 06:49:29 +03:00
Alibek Omarov
f4069de7f2
engine: move SlerpBones, CalcBonePosition/Quaternion from engine to libpublic
2023-02-13 05:23:13 +03:00
Alibek Omarov
e95161aa14
filesystem: fix ClearSearchPath
2023-02-12 17:09:53 +03:00
Ivan Avdeev
eaf8b3c55a
Merge pull request #421 from w23/denoiser-massage
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1. Denoise different channels (diffuse, specular, indirect) differently.
2. Make indirect bounce half res.
2023-02-11 12:39:07 -08:00
Ivan 'provod' Avdeev
64ac964dfc
rt: make indirect light run at half res
2023-02-11 12:12:57 -08:00
Ivan 'provod' Avdeev
218bd0a9c2
rt/denoiser: blur different channels differently
2023-02-11 11:36:45 -08:00
Ivan 'provod' Avdeev
e9712f36e3
rt/denoiser: split into diffuse/specular/direct/indirect channels
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apply to lighting only, not to the final color
2023-02-11 11:06:33 -08:00
Alibek Omarov
0984368a31
engine: server: GoldSrc compliant pfnServerExecute(), don't execute config.cfg for server!
2023-02-11 07:22:04 +03:00
Alibek Omarov
f4961d9da7
engine: client: return empty string in pfnGetLevelName if no map is loaded yet
2023-02-11 06:50:46 +03:00
Alibek Omarov
f42a174482
engine: client: empty current map name in CL_ClearState
2023-02-11 06:45:20 +03:00
Alibek Omarov
13bf607031
engine: client: call VidInit early in svc_serverdata parsing, GoldSrc compatibility
2023-02-11 06:43:38 +03:00
Alibek Omarov
3cfdb1213b
engine: client: consolidate modern and legacy protocol parsing functions, if possible
2023-02-11 06:06:21 +03:00
Alibek Omarov
d58105d64d
scripts: flatpak: fix Half-Life directory detection
2023-02-11 03:56:40 +03:00
Alibek Omarov
1bdd844860
scripts: flatpak: minimize filesystem permissions, add Steam Flatpak data directory
2023-02-11 03:36:40 +03:00
Alibek Omarov
11f3d97cd7
scripts: flatpak: respect XDG data home in launcher script, add Steam Flatpak data directory
2023-02-11 03:36:40 +03:00
Alibek Omarov
fccf044976
engine: initialize network buffers used on player connect and after
2023-02-09 17:57:45 +03:00
Alibek Omarov
c23396f533
engine: client: keys: hardcode K_START_BUTTON as escape button, cancelselect doesn't exist anymore and many games seems to use this button for menu access, and back for pause
2023-02-09 06:32:14 +03:00
Alibek Omarov
33c9f7118b
engine: platform: sdl: sanitize buttons/axes from SDL, add ABXY->BAYX swap for NSwitch
2023-02-09 06:31:19 +03:00
Alibek Omarov
c741ec223f
engine: client: keys: reserve some more buttons as gamepad buttons according to latest SDL2 GameController header
2023-02-09 06:30:08 +03:00
Alibek Omarov
d6d98bd297
engine: platform: sdl: minor style changes
2023-02-09 05:59:34 +03:00
Alibek Omarov
5e1b5d89f7
engine: client: console: allow opening OSK and existing console with gamepads for all platforms
2023-02-09 05:58:54 +03:00
Alibek Omarov
a0edfd28b2
engine: common: host: use DEFAULT_ALLOWCONSOLE macro to set default console state
2023-02-09 05:56:11 +03:00
Alibek Omarov
555fd02407
defaults: reorganize platform default overrides, disable touch for nswitch
2023-02-09 05:55:35 +03:00
Alibek Omarov
f7f9cfecfc
ci: nswitch: use waf install to copy build artifacts
2023-02-09 05:35:30 +03:00
Alibek Omarov
2aeee59a31
Merge remote-tracking branch 'fgsfds/switch_newer'
2023-02-09 05:18:06 +03:00
Ivan Avdeev
780b225735
mark a bunch of things as done
2023-02-08 14:55:17 -08:00
Ivan Avdeev
a46d82f3b5
Merge pull request #419 from w23/bounces
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Add indirect illumination
2023-02-08 10:32:02 -08:00
Ivan 'provod' Avdeev
3ecd21a25b
rt: simplify bounce computations
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use simpler polygon sampling
use smaller texture lods
2023-02-08 10:11:00 -08:00
Ivan 'provod' Avdeev
c5a1343fc6
rt: add additive to bounces
2023-02-08 09:44:28 -08:00
Ivan 'provod' Avdeev
5b59c387c1
rt: add emissive to specular bounce
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makes it sample skybox, but is probably incorrect in other circumstances
2023-02-08 09:35:21 -08:00
Ivan 'provod' Avdeev
62720a7ed3
rt: fix uninitialized memory denoiser glitches
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was reading garbage when ray doesn't hit anything
2023-02-08 09:34:40 -08:00
Ivan 'provod' Avdeev
19c4e2a1d8
rt: add reflections
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i was trying to add specular properly: replace them with specular bounce. but it doesn't really work that easily. need some kind of color mapping and figuring out how to make them look consistent.
this commit still does them separately, i.e. specular is done in direct lighting pass. no emissive is added on bounce. this probably makes it not reflect skybox ;_;.
2023-02-08 09:25:40 -08:00
Alibek Omarov
12b8965a8c
mainui: update
2023-02-08 20:01:06 +03:00
Alibek Omarov
b5b6b8b785
engine: network: fix some unitialized sockaddr_storage's
2023-02-08 20:00:51 +03:00
fgsfds
35e073ceff
ci: nswitch: don't forget filesystem_stdio
2023-02-08 01:53:26 +01:00
fgsfds
b2cc96cf0d
scripts: wscript: nswitch: do the libstdc++ hack right before build to not pollute the environment
2023-02-08 01:37:35 +01:00
fgsfds
f7489a3747
scripts: nswitch: it's arm64, not aarch64
2023-02-08 01:04:31 +01:00
fgsfds
0e7ebf6d44
Merge branch 'master' of https://github.com/FWGS/xash3d-fwgs into switch_newer
2023-02-08 00:56:20 +01:00
fgsfds
69607d7890
nswitch: do not link libstdc++ into dynamic libraries
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instead only link it to the main executable with --whole-archive, letting the dynamic libs import anything they want from it
2023-02-08 00:52:48 +01:00
fgsfds
4e87eb068a
engine: common: nswitch: use #if instead of #ifdef
2023-02-07 23:03:59 +01:00
Alibek Omarov
03a7c67731
public: build: revert arm64 renaming to aarch64, we shouldn't enforce naming changes without a reason
2023-02-08 00:03:15 +03:00