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492 Commits over 365 Days - 0.06cph!

3 Days Ago
Disable terrain culling by default
3 Days Ago
Add `indirect_instancing.use_instance_mask` for in-build debugging purposes
3 Days Ago
- Fix inaccuracies in terrain culling raycast - Fix terrain culling issues around terrain holes - Add generic SIMD vector types `float8x3` and `int8x3` for terrain culling and future use - Make the first culling layer (LOD/Distance) respect the instance occupation mask - Add `terrain.debug` command to visualise how the culling system sees the terrain height map - Fine tune `tc_max_iterations` to 512
7 Days Ago
- Fix random low res mip levels by using NativeParallelMultiHashMap instead of FixedList to avoid running out of space. - Fix dropping off-screen instances to low res mip levels by considering all instances for mip level calculations instead of just culling surviors. The old off-screen behavior can be examined by setting `indirect_instancing.streaming_use_all_instances 0`. - Mitigate dropping Unity renderers to low res mip levels when Unity's and Indirect Instancing streaming systems disagree by calling ClearRequestedMipmapLevel() when we have determined mip 7.
8 Days Ago
Fix floating point overlow in mip level calculation
8 Days Ago
More debugging ConVars
8 Days Ago
- Clean up texture streaming jobs - Fix wrong camera position in Streaming_FallbackSquaredDistanceJob - Add various debugging ConVars - Add "Indirect Instancing" UI Indicator
9 Days Ago
Experimental frame synchronisation ConVars
9 Days Ago
Fix monster mesh rendering issue
10 Days Ago
Re-apply CodeGen
10 Days Ago
Reset some CodeGen to their state on /main
10 Days Ago
CodeGen
10 Days Ago
Rebase on /main
10 Days Ago
Rebase on /main
10 Days Ago
- Create buffers with correct flags according to `buffer_upload_mode` - Set default buffer upload mode to be "indirect" (1) - Disallow changing `buffer_upload_mode` during gameplay
11 Days Ago
un-gate indirect instancing for testing purposes
11 Days Ago
Fix build by scrapping the function pointer idea.
12 Days Ago
Fix typo
12 Days Ago
- Fix rendering issues due to various jobs executing for command indices that are no longer in use. - Fix broken debug draw when damage region bitscan job is active. - Split `surviving_command_counts` into `command_counts_after_culling` and `command_counts_after_reordering` for clarity. - Create a universal IsCallVisible() function instead of the mess we had before
15 Days Ago
- Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy. - Always update the entire buffer to make greedy GPU drivers happy. - Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything. - Use a function pointer (👻) in damage region processing for similar reasions. - Unlock the arrays in Update in case OnPreCull wasn't called. - New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
16 Days Ago
A whole marathon of Indirect Instancing changes: - Schedule all jobs at the beginning of LateUpdate() for better worker utilisation. - Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles. - Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler. - Run the debug overlay (where possible) in parallel with the jobs to improve performance - Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes) - Schedule all jobs using ScheduleByRef. - Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible. - Make batch size tunable: `indirect_instancing.batches_per_worker` - Add somewhat automatic instrumentation to CrudeProfiler via `using` statements. - Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.) - Add more profiler instrumentation. - Rename a ton of things for clarity. - Remove CommandBuffer. We won't need it where we're going.
16 Days Ago
Some cleanups
17 Days Ago
Fix burst compile issues by bringing back `DamageRegion` struct
17 Days Ago
Jobify the damage region scanning for instance data
18 Days Ago
First implementation of hybrid monster meshes
18 Days Ago
Merge from /indirect_instancing/layers
19 Days Ago
Slightly optimise command reordering
19 Days Ago
Jobified instance reordering
20 Days Ago
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22 Days Ago
Merge bitmapped_damage_tracking → indirect_instancing
22 Days Ago
Implement bitmapped damage tracking
25 Days Ago
Rebase on current /indirect_instancing
25 Days Ago
Clean up some failed experiments
26 Days Ago
Fix nothing rendering for real this time.
27 Days Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
27 Days Ago
Fix NRE in Indirect Instancing debug overlay
27 Days Ago
Add agressive optimisation attributes to the hot path of Indirect Instancing.
29 Days Ago
Rebase on /main (save 271)
29 Days Ago
Regenerate ConVars and force bounds to be always huge (experiment)
30 Days Ago
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer. Enable `indirect_instancing.command_buffer` to switch back to the old way.
31 Days Ago
Finalise SIMD terrain culling implementation: - Fix oscillation/flicker bug by tracking individual ray progress properly. - Adjust step size dynamically with altitude to reduce iterations. - Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`. - Ignore rays to instances that have been culled in a previous step.
31 Days Ago
Add more debug output to the indirect_instancing.debug overlay
32 Days Ago
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
32 Days Ago
Only allow StartMotion() when IsDynamic is set
36 Days Ago
Rebase on /main
36 Days Ago
Speed up motion list execution 30x by caching matrices and checking them for changes.
37 Days Ago
Rebase on /main
43 Days Ago
Rebase on /main
44 Days Ago
Regenerate ConsoleSystem.cs