Commit Graph

3249 Commits

Author SHA1 Message Date
Ivan 'provod' Avdeev
4f6d51c368 vk: fix most of random sprite flickering
it was due to leaving garbage in vertex fields.

some animated spritest still flicker though
2023-02-23 20:05:58 -08:00
Ivan Avdeev
d6d9011dcc
Merge pull request #431 from w23/better-extensions
change how device extensions are checked
make nv_checkpoint not depend on rt
split it logically from aftermath
don't crash when this extension is not available
2023-02-23 19:06:31 -08:00
Ivan Avdeev
ad5e1b2b86 vk: fixup compilation w/o aftermath sdk 2023-02-23 18:59:14 -08:00
Ivan Avdeev
8514e2c7b8 ci: update vulkan sdk and distro versions 2023-02-23 14:18:02 -08:00
Ivan 'provod' Avdeev
1a6e967ddb vk: change how device extensions are checked
make nv_checkpoint not depend on rt
split it logically from aftermath
don't crash when this extension is not available
2023-02-23 13:48:41 -08:00
Ivan Avdeev
55ff27c5d4
Merge pull request #428 from w23/merge-from-upstream-2023-02-16
Merge from upstream
2023-02-16 11:05:50 -08:00
Ivan Avdeev
e61b45b8b6 disable flatpak build due to #430 2023-02-16 10:54:30 -08:00
Ivan Avdeev
ac1665558f disable vulkan for nswitch 2023-02-16 10:54:08 -08:00
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
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
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
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
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
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
9b0ac7cb32 common: add shared synctype_t definition header, borrowed from Quake's modelgen.h 2023-02-14 18:18:16 +03:00
3c27384b6b filesystem: speedup fs_ext_path case in FS_FindFile 2023-02-13 06:49:52 +03:00
1e8c26a527 filesystem: wad: fix loading WADs by absolute paths 2023-02-13 06:49:29 +03:00
f4069de7f2 engine: move SlerpBones, CalcBonePosition/Quaternion from engine to libpublic 2023-02-13 05:23:13 +03:00
e95161aa14 filesystem: fix ClearSearchPath 2023-02-12 17:09:53 +03:00
Ivan Avdeev
eaf8b3c55a
Merge pull request #421 from w23/denoiser-massage
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
apply to lighting only, not to the final color
2023-02-11 11:06:33 -08:00
0984368a31 engine: server: GoldSrc compliant pfnServerExecute(), don't execute config.cfg for server! 2023-02-11 07:22:04 +03:00
f4961d9da7 engine: client: return empty string in pfnGetLevelName if no map is loaded yet 2023-02-11 06:50:46 +03:00
f42a174482 engine: client: empty current map name in CL_ClearState 2023-02-11 06:45:20 +03:00
13bf607031 engine: client: call VidInit early in svc_serverdata parsing, GoldSrc compatibility 2023-02-11 06:43:38 +03:00
3cfdb1213b engine: client: consolidate modern and legacy protocol parsing functions, if possible 2023-02-11 06:06:21 +03:00
d58105d64d scripts: flatpak: fix Half-Life directory detection 2023-02-11 03:56:40 +03:00
1bdd844860 scripts: flatpak: minimize filesystem permissions, add Steam Flatpak data directory 2023-02-11 03:36:40 +03:00
11f3d97cd7 scripts: flatpak: respect XDG data home in launcher script, add Steam Flatpak data directory 2023-02-11 03:36:40 +03:00
fccf044976 engine: initialize network buffers used on player connect and after 2023-02-09 17:57:45 +03:00
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
33c9f7118b engine: platform: sdl: sanitize buttons/axes from SDL, add ABXY->BAYX swap for NSwitch 2023-02-09 06:31:19 +03:00
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
d6d98bd297 engine: platform: sdl: minor style changes 2023-02-09 05:59:34 +03:00
5e1b5d89f7 engine: client: console: allow opening OSK and existing console with gamepads for all platforms 2023-02-09 05:58:54 +03:00
a0edfd28b2 engine: common: host: use DEFAULT_ALLOWCONSOLE macro to set default console state 2023-02-09 05:56:11 +03:00
555fd02407 defaults: reorganize platform default overrides, disable touch for nswitch 2023-02-09 05:55:35 +03:00
f7f9cfecfc ci: nswitch: use waf install to copy build artifacts 2023-02-09 05:35:30 +03:00
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
Add indirect illumination
2023-02-08 10:32:02 -08:00
Ivan 'provod' Avdeev
3ecd21a25b rt: simplify bounce computations
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
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
was reading garbage when ray doesn't hit anything
2023-02-08 09:34:40 -08:00
Ivan 'provod' Avdeev
19c4e2a1d8 rt: add reflections
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
12b8965a8c mainui: update 2023-02-08 20:01:06 +03:00