userFelixcancel

788 Commits over 700 Days - 0.05cph!

1 Year Ago
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
1 Year Ago
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
1 Year Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
1 Year Ago
Fix unity_BaseCommandID not being set on Mac
1 Year Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
1 Year Ago
Rebase on current /main
1 Year Ago
Merge from ./command_buffer_indirect because I'm stupid
1 Year Ago
Revert model importers and materials to the state they have on /main
1 Year Ago
(WIP) SIMD frustum culling implementation
1 Year Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
1 Year Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
1 Year Ago
Merge from /main
1 Year Ago
Merge from ./vram_budget
1 Year Ago
Merge from ./command_buffer_indirect
1 Year Ago
Update indirect instancing tools with new mesh r/w logic
1 Year Ago
Enable r/w on gib models
1 Year Ago
Re-enable Read/Write for collision meshes only
1 Year Ago
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
1 Year Ago
Fix build error due to InstanceHandleList
1 Year Ago
Reset meshes to their state in /main
1 Year Ago
Fix class layout build error
1 Year Ago
fix server build
1 Year Ago
Found another double rendering issue in MeshCull
1 Year Ago
Set GPU instancing on materials
1 Year Ago
Enable Read/Write for nature assets
1 Year Ago
(Test) set all meshes isReadable=0
1 Year Ago
Revert library setting
1 Year Ago
Subtract mesh and material changes
1 Year Ago
work around unity_BaseCommandID not being set
1 Year Ago
Fix build regarding AssetDatabase
1 Year Ago
Fix build error about missing TerrainTools
1 Year Ago
Set correct stencil states in all sub shaders that are used by indirect instancing in order to emulate what Unity normally does during the GBuffer pass
1 Year Ago
Implement indirect instancing without requiring monster meshes: - Use a command buffer to submit indirect draw calls referring to individual meshes - Monster meshes are disabled by default - Mesh Read/Write is no longer required - Should reclaim ~3 GB of VRAM and RAM - Calculate UV distribution metrics based on individual meshes rather than monster meshes
1 Year Ago
Instancing shaders now always access the IndirectDrawIndexedArgs buffer in order to retrieve the startInstance parameter which is no longer passed to Unity.
1 Year Ago
MegaMesh approach (1+2) WIP
1 Year Ago
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
1 Year Ago
Add a function to estimate memory usage to the batching system
1 Year Ago
Move EstimateMeshBytes to an extension.
1 Year Ago
Allow drawing instances without making use of monster meshes.
1 Year Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
1 Year Ago
Added a crude profiler that works in release builds
1 Year Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
1 Year Ago
Split MotionList in separate file
1 Year Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
1 Year Ago
fix build
1 Year Ago
Implement texture streaming support for the instanced fallback renderer
1 Year Ago
Remove CombineTrivialDistancesJob
1 Year Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
1 Year Ago
Prepare models and materials for instancing (once again)
1 Year Ago
merge from main