Robin Kertels
Robin Kertels
I still want one to be GPU driven and the other one to be CPU driven but they should share more code. Both should just be deferred shading and the...
I'm using too much C++ code anyway to target the pure Rust WASM export + Emscripten handles a lot of annoying things for me (and works better with threads). I'll...
Defer Vulkan resource deletion to avoid the need to excessively keep references in the hot path.
- Cascaded shadow mapping - Reuse GPU culling + indirect rendering Figure out what UE5 is calling "Ray traced shadow maps".
- Support more than 1 light - Importance sampling with ReStir - Move lighting into RT shader (+ fallback when RT isn't supported.)
- Do before prepass - Use previous frame depth map - Try invisible ones again after depth prepass - Make it modular so it can easily be reused for shadow...
Fixes the bug in Phantasy Star Online that was reported after merging #4015. I've tested this PR with both Phantasy Star Online apitraces, the Cold Fear apitrace and the Snowblind...
Fixes #4035 We need to apply the count **after** transforming the texcoord. Passes my tests here: https://gitlab.winehq.org/K0bin/wine/-/blob/ff-texcoord-tests/dlls/d3d9/tests/visual.c#L28402-29023
Here are some missing functions I ran across. [MTLHeapDescriptor::set_type](https://developer.apple.com/documentation/metal/mtlheapdescriptor/3043389-type?language=objc) [MTLHeapDescriptor::set_resource_options](https://developer.apple.com/documentation/metal/mtlheapdescriptor/3131687-resourceoptions?language=objc) (the other MTLHeapDescriptor functions too probably) [MTLIndirectCommandBuffer::gpu_resource_id](https://developer.apple.com/documentation/metal/mtlindirectcommandbuffer/3974098-gpuresourceid?language=objc) (probably missing for the other MTLResources too) Thankfully it's fairly easy to work...
A bunch of edge cases we weren't handling properly. This is gonna need some testing. In theory we could also use VK_STORE_OP_DONT_CARE for discardable depth stencil surfaces but I don't...