BearishSun
|
9e92fbca04
HLSL code for tile deferred with MSAA support (WIP)
|
há 8 anos atrás |
BearishSun
|
c530c1795f
Transparent rendering path now functional using clustered rendering without depth pre-pass requirement. Same path can also be used for normal opaque object rendering if needed.
|
há 9 anos atrás |
BearishSun
|
12285c8173
Vulkan: When writing to storage buffers/images, make sure those writes are visible to later operations in the same render pass
|
há 9 anos atrás |
BearishSun
|
f1271a4e5a
OpenGL: Fixed invalid parsing of image buffers
|
há 9 anos atrás |
BearishSun
|
10523f6750
Vulkan: Fixing an issue where waiting on a queue didn't necessarily guarantee fences of submitted command buffers were signaled
|
há 9 anos atrás |
BearishSun
|
42c00ad036
Work on transparent rendering path - DirectX functional
|
há 9 anos atrás |
BearishSun
|
e51517f40e
More work on user manuals
|
há 9 anos atrás |
BearishSun
|
c41585f7af
Vulkan: Fixing a few issues related to binding sampled buffers and non-sampled buffers in the same shader
|
há 9 anos atrás |
BearishSun
|
b2dd0ffa03
Work on transparent rendering path
|
há 9 anos atrás |
BearishSun
|
565cbef7dc
Added code & shaders for generating a view-space light grid for use in forward shading, primarily meant for transparency (WIP)
|
há 9 anos atrás |
BearishSun
|
39627c97f2
More work on user manuals
|
há 9 anos atrás |
BearishSun
|
6edc0af5ff
Vulkan/OpenGL: Tiled deferred renderer functional
|
há 9 anos atrás |
BearishSun
|
821069bd0f
Tiled deferred rendering: Moving all lights to a single buffer to make shader code simpler
|
há 9 anos atrás |
BearishSun
|
495ee9a188
Vulkan: Fixing issues with the base tile deferred shader
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há 9 anos atrás |
BearishSun
|
0411c07e17
DX11: Fixed an issue where mip-maps were disabled during rendering
|
há 9 anos atrás |
BearishSun
|
e3472f8f9b
OpenGL: Rendering to sRGB texture now properly de-linearizes written values
|
há 9 anos atrás |
BearishSun
|
ff8f690717
Tiled deferred rendering (DX11 only for now)
|
há 9 anos atrás |
BearishSun
|
2bc0d229c9
More work on user manuals
|
há 9 anos atrás |
BearishSun
|
eec99bff10
Moving light pass in a compute shader in preparation for tiled deferred rendering
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há 9 anos atrás |
BearishSun
|
e90c89f93f
More accurate spot light bounds calculation
|
há 9 anos atrás |
BearishSun
|
770c91d0a3
Automatically update builtin resource data lists when resources are added/removed from their folders
|
há 9 anos atrás |
BearishSun
|
88105afc5d
Refactored renderer so that pre-processing operations can be executing when performing manual rendering over multiple views
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há 9 anos atrás |
BearishSun
|
a6d8f683f3
Fixing & improving renderable culling
|
há 9 anos atrás |
BearishSun
|
2e94779fc6
Vulkan: Now tracking image layouts on a per-resource basis. This way individual faces & mip-levels can be bound for rendering, particularily useful for cubemaps and texture arrays in general.
|
há 9 anos atrás |
BearishSun
|
7784a96128
Reflection cubemap filtering
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há 9 anos atrás |
BearishSun
|
c210038c6b
Allow creation of render/depth-stencil textures with multiple mip levels
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há 9 anos atrás |
BearishSun
|
76f39f1d85
Bugfix: When rendering to a specific mip level, use the proper mip level size for viewport extents, instead of base image size
|
há 9 anos atrás |
BearishSun
|
7354b9221c
More work on user manuals
|
há 9 anos atrás |
BearishSun
|
e8e720121c
More work on user manuals
|
há 9 anos atrás |
BearishSun
|
3f694bc9e7
More work on user manuals
|
há 9 anos atrás |