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Attempting to Restore Vulkan backend demo state using new changes #396

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@Pikachuxxxx Pikachuxxxx commented Dec 27, 2024

Engine Version: V.0.43.0.Dev

Description

What does this PR do?

  • SInce a lot of changes were made and submodules were removed and merged into master, and shading language was switched to HLSL, the Vulkan passes no longer work, this is an attempt to restore them while I'm travelling for the holidays, I'll resume the Dx12 backend PR WIP: DX12 backend #389 once I'm back and restore the remaining passes then.

Implementation Details

Checklist

Code Quality

  • Code adheres to the project's style guidelines + Formatting rules etc
    Will be checked by Github Actions so careful

Testing

  • Unit tests have been added/updated
  • Existing tests pass without failures

Screenshots (if applicable)

Include screenshots or videos showing before/after changes, if relevant.

…tor set using new handles api, still no full compilation
…r destroy will take the reference on the RZHandle<T> now instead a copy
…s haiving some clean up issues with swap images
- restored shadow map pass shaders
- disabled frame graph resource deletion until transient resources are done
- DX12 shader stuff idk what i did but got some insights into stuff
@Pikachuxxxx Pikachuxxxx marked this pull request as draft December 27, 2024 17:22
@Pikachuxxxx Pikachuxxxx added the graphics:Vulkan Issue related to Vulkan API implementation label Dec 27, 2024
@Pikachuxxxx Pikachuxxxx added this to the V.0.5.0.Dev milestone Dec 27, 2024
@Pikachuxxxx Pikachuxxxx self-assigned this Dec 27, 2024
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Pikachuxxxx commented Jan 5, 2025

Added new features where we can share some files between engine and shaders for example ImportanceSampling functions are currently being shared...such as Halton and Hammersley...removed code duplication...but this means we cannot have .cpp files for such headers and we might need a separate libs for HLSL and engine... but until then we can get away with this

In shaders similar to how we include <ShaderInclude.Builtin.ShaderLangCommon.h> for cross shader language compatibility, we need to add another include <Razix/Shared/RZShaderComatibility.h> this include helps with translating engine data types to shader types (ex. vec2 to float2, and mat4 to float4x4 etc.) and includes some basic files like MathConstants.h and ImportanceSampling.h etc. with necessary customizations for easy compilation, any engine includes must be included after this file is added.

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