userFelixcancel
branchrust_reboot/main/indirect_instancingcancel

473 Commits over 700 Days - 0.03cph!

1 Year 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
1 Year Ago
un-gate indirect instancing for testing purposes
1 Year Ago
Fix build by scrapping the function pointer idea.
1 Year Ago
Fix typo
1 Year 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
1 Year 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`
1 Year 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.
1 Year Ago
Some cleanups
1 Year Ago
Fix burst compile issues by bringing back `DamageRegion` struct
1 Year Ago
Jobify the damage region scanning for instance data
1 Year Ago
First implementation of hybrid monster meshes
1 Year Ago
Merge from /indirect_instancing/layers
1 Year Ago
Slightly optimise command reordering
1 Year Ago
Jobified instance reordering
1 Year Ago
Merge bitmapped_damage_tracking → indirect_instancing
1 Year Ago
Clean up some failed experiments
1 Year Ago
Fix nothing rendering for real this time.
1 Year Ago
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
1 Year Ago
Fix NRE in Indirect Instancing debug overlay
1 Year Ago
Add agressive optimisation attributes to the hot path of Indirect Instancing.
1 Year Ago
Rebase on /main (save 271)
1 Year Ago
Regenerate ConVars and force bounds to be always huge (experiment)
1 Year 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.
1 Year 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.
1 Year Ago
Add more debug output to the indirect_instancing.debug overlay
1 Year Ago
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
1 Year Ago
Only allow StartMotion() when IsDynamic is set
1 Year Ago
Rebase on /main
1 Year Ago
Speed up motion list execution 30x by caching matrices and checking them for changes.
1 Year Ago
Rebase on /main
1 Year Ago
Rebase on /main
1 Year Ago
Regenerate ConsoleSystem.cs
1 Year Ago
Rebase on /main
1 Year Ago
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations. If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
1 Year Ago
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
1 Year Ago
Fixed node visuals not chaning while harvesting them
1 Year Ago
Rebase on /main 🤞🏻
1 Year Ago
Rebase on /main
1 Year Ago
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies. - Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
1 Year Ago
Force disable HLOD while Indirect Instancing is enabled
1 Year Ago
Rebase on /main
1 Year Ago
Remove unused compute shader from indirect instancing
1 Year Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
1 Year Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
1 Year Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
1 Year Ago
Rebase on /main
1 Year Ago
Rebase on /main
1 Year Ago
Set correct mip map bias when using indirect instancing
1 Year Ago
Make sure indirect instancing ConVars are disabled by default and saved
1 Year Ago
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color