VReaperV
VReaperV
Surprisingly, replacing `texture2D` with `textureGrad` with constant (for the fragment) derivatives obtained once from `dFdx` and `dFdy` actually made performance a lot worse, though I could've made an error somewhere....
I've had this with the current for-0.55.0 branch on win10 I think. It was either this or the keyboard input not being captured after tabbing out to a different program...
I've fixed the culling now. Just need to deal with the memory issue.
Also made it work with r_lockPVS so it can be tested now by just doing /r_lockPVS 1 and looking around.
> How do I enable GPU culling? I tried the branch but a look in Orbit shows me that it still uses CPU culling on my end. > > I...
Also, it might crash or something if there are surfaces with more than 4 stages; this can be patched by changing MAX_SURFACE_COMMANDS (both in `cull_cp.glsl` and `Material.h`) to a higher...
Sorry, got the wrong cvar name. `r_arb_bindless_texture` is the correct one
> I now get some flickering I got the same thing... I think there's somehow concurrent operations going on where the `processSurfaces_cp` is running at the same time as some...
Fixed most of the flickering issues now and made it double buffered. Some of the flickering issues still remain, but it's probbaly an off-by-1 error somewhere. Also now it crashes...
Made this properly double-buffered now: R_RenderView() will queue views for surface culling, then in RB_RenderPostProcess() it will dipsatch computes for the queued views. I haven't tested that it works with...