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feat: add shadercache developer improvements #302

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merged 3 commits into from
May 4, 2024
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@alandtse alandtse commented May 3, 2024

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alandtse added 3 commits May 3, 2024 01:46
The logical or statement made developer mode override the extra file
existence check. Also catches a CTD for access errors that could happen
if a file copy was in progress for filewatcher.
Add additional option to replace based  on pixel or vertex shaders.
This is useful for checking against the vanilla shader.
Dump shaders will name shaders based on a hex numeral. The PerfEvent
now uses hex numerals instead.
@alandtse alandtse merged commit 1ec2b12 into doodlum:dev May 4, 2024
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@alandtse alandtse deleted the dev branch May 4, 2024 22:19
alandtse added a commit to alandtse/skyrim-community-shaders that referenced this pull request May 4, 2024
doodlum added a commit that referenced this pull request May 28, 2024
* feat: semi-deferred rendering

* refactor: cleanup setting targets

* chore: ae hook

* feat: full albedo, improved snow shader support

* feat: deferred direct and ambient light

* feat: octahedron normal encoding

* fix: increased normal precision

* feat: normal mapping shadows

* feat: blur normal mapping shadows with groupshared

* feat: separated normal mapping shadows pass

* chore: optimised sampling and formats

* chore: further optimisation

* fix: depth distance

* fix: disabling CS ingame

* feat: use alpha channel of render targets

* fix: envmapping with deferred

* fix: output color

* feat: add initial VR support

* feat: moved screenspace shadows to deferred

* fix: fix VR hook for shadowmask (#229)

* chore: screenspace shadows performance tweaks

* feat: wip porting screen shadows to deferred

* feat: bend studios shadows

* feat: naive bilateral blur and optimisations

* Delete FilterCS2.hlsl

* fix: removed unused filtering

* fix: missing ae hook

* feat: fixed double sided mesh shading

* chore: more optimal wave size

* chore: halve kernel radius for performance

* chore: revise shadow settings

* chore: optimisations, cleanup and moved NMS out of Bindings

* chore: removed dirlight shadows from deferred

* fix: black horizon

* chore: cleanup cleaning up of bindings

* chore: optimised blur + fixes

* chore: optimise normal mapping shadows

* fix: black grass

* fix: tree lod normals

* fix: vegetation detection

* fix: ignore first-person

* chore: adjust default shadows settings

* fix: multi-layer parallax deferred

* feat: add ssgi and terrain occlusion (#255)

* build: fix compilation errors in terrainocclusion (#256)

* style: 🎨 apply clang-format changes

* fix: fix warning `Ternary error with non scalar` (#262)

* refactor: simplify VR code and structures (#261)

* revert: "fix: fix warning `Ternary error with non scalar`" (#265)

* fix: fix compilation errors

* refactor: use state version of render members

* fix: convert Albedo to Diffuse

* fix: fix compilation errors

* style: 🎨 apply clang-format changes

* feat: interior directional light

* fix: disable vertex fix on foliage

* fix: compiler warning with SSGI

* style: 🎨 apply clang-format changes

* feat: ported SSS to deferred

* style: 🎨 apply clang-format changes

* fix: consistent padding in shaders for older cards

* fix: foliage shadows

* style: 🎨 apply clang-format changes

* chore: update to latest CLIB-NG

* feat: variable rate shading (#270)

* feat: variable rate shading with nvapi extensions

* feat: FFR test

* feat: adaptive rate shading

* feat: motion VRS

* feat: finalising VRS

* style: 🎨 apply clang-format changes

* fix: VRS merge

* fix: fix vrs merge

* fix: foliage mask

* style: 🎨 apply clang-format changes

* fix: black tree LOD

* style: 🎨 apply clang-format changes

* fix: disable VRS on water

* fix: fix common VR includes

* refactor: Rename newly added hlsl without entry to hlsli

* fix: depth linearisation

* chore: soft shadow as per RDR2

* fix: remove cloud shadows macros from rungrass and distanttree

* fix: use GET_INSTANCE_MEMBER macro to get proper state runtime

* chore: rename to deferred, VRS in interiors only

* style: 🎨 apply clang-format changes

* fix: SSS blur direction

* chore: reduce VRS threshold

* chore: removed tree LOD lighting feature

* feat: port deferred DistantTree to VR

* feat: add deferred screen space shadows for VR

* fix: check for compute shader file existence (#280)

* fix: undo delete of ComputeShadingRate.hlsl

* fix: add back GetScreenDepth to RaymarchCS

* feat: grass lighting deferred support

* style: 🎨 apply clang-format changes

* feat: screenspace shadow VR support

* style: 🎨 apply clang-format changes

* fix: shader errors and warnings

* feat: effect shader deferred support

* style: 🎨 apply clang-format changes

* fix: effect shader compile issue

* feat: skylighting

* chore: blue noise attempt

* feat: spatiotemporal blue noise

* feat: cascades for skylighting

* chore: performance improvements

* feat: optimised PCF + cascade fix for skylighting

* fix: effect shader compile error

* feat: spatial filter for ssgi (#288)

* feat: bring back normal disocclusion

* feat: added spatial denoiser (blur)

* fix: correct frame accumulation

* feat: blur with geometry and normal weights

* feat: water VL and shadows

* fix: water vl raymarch (#290)

* feat: cloud shadow improvements

* feat: cascades for VL

* feat: physically based water scattering (#291)

* feat: physically based water scattering and opacity

* feat: clamping march distance

* chore: parameter tweaks

* chore: return to vanilla blending

* feat: add refraction to water vl

* chore: remove debug lines

* fix: refractionScreenPosition undefined (#292)

* fix: add ssgi dynamic resolution support (#293)

* feat: water shadows

* chore: experimental skylighting changes

* feat: occlusion map fixes

* chore: ssgi improvements (#295)

* fix: fix compilation error for upsample

* fix: fix VR terrain occlusion

* feat: enable TerrainOcclusion for VR

* fix: fix missing defines for cloudshadows

* fix: fix VR uv conversion in cloudshadows

* feat: enable utility shader in VR

* feat: add shadercache developer improvements (#302)

* feat: deferred dynamic cubemaps

* style: 🎨 apply clang-format changes

* refactor: use menu buffer viewer macros

* docs: add shader warnings to debug logs

* fix: fix VR ShadowData structures

* fix: fix utility ShadowMapProj for SHADOWMASKS

Fixes structure for RENDER_SHADOWMASKSPOT, RENDER_SHADOWMASKPB, and
RENDER_SHADOWMASKDPB.

* chore: swap between precipitation and skylighting rendering

* fix: occlusion when raining

* chore: cleanup unused code

* chore: optimised skylighting sampling

* chore: skylighting reflection improvements

* fix: rain particles

* chore: tweaked default shadow settings

* chore: disable water VL until it is fixed

* chore: improved grass shading

* chore: skylighting AE addresses

* chore: added missing ae addresses

* chore: occlusion toggle

* style: 🎨 apply clang-format changes

* chore: shadow and SSGI fixes

* style: 🎨 apply clang-format changes

* chore: adjusted grass sss texture

* fix: VR skylighting changes

* style: 🎨 apply clang-format changes

* chore: corrected regressions to deferredcomposite

* chore: non-deferred decals testing code

* chore: disabled bUse64bitsHDRRenderTargets automatically

* chore: skylighting shader fixes

* style: 🎨 apply clang-format changes

* chore: cleaned up lighting.hlsl

* fix: deferred sky with cloud shadows

* style: 🎨 apply clang-format changes

* chore: cleanup redundant cloud shadows code

* fix: black grass

* feat: parallax shadow mask and optimisations

* style: 🎨 apply clang-format changes

* feat: fix for objects glowing in shadow

* chore: optimisations

* style: 🎨 apply clang-format changes

* refactor: removed UtilityShaderFlags from State

* feat: skylighting for trees

* style: 🎨 apply clang-format changes

---------

Co-authored-by: Alan Tse <alandtse@gmail.com>
Co-authored-by: Alan Tse <alandtse@users.noreply.github.com>
Co-authored-by: C. S <76898260+Pentalimbed@users.noreply.github.com>
Co-authored-by: doodlum <doodlum@users.noreply.github.com>
Co-authored-by: Pentalimbed <pentalimbed@gmail.com>
Co-authored-by: FlayaN <hannes.feldt@gmail.com>
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