userSam Pavloviccancel

1,775 Commits over 1,491 Days - 0.05cph!

Yesterday
Initialize SSR to null on 3d skybox
Yesterday
Revert "Include ReflectionTextureColor in all the layers", it's unlikely we can manage to do SSR with roughness fast on translucents, and this causes the issue that SSR reflections from opaques will be drawn over smoke or translucents This reverts commit 8cce50baf03cd7f93e7c89c75dde46319412aff9.
Yesterday
Water uses Emission & Schlick fresnel rather than Albedo for refraction Remove Reflection mode from water, do it all inline, it's overcomplicating things and the way to do this is being changed, it's unlikely we can manage to do SSR with roughness fast on translucents, go back to Albedo rather than Emission for now
Yesterday
Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it
2 Days Ago
Fix overriding SSR with a black texture when it should be initialized with a translucent one
3 Days Ago
Remove unused shit from lightbinner and make everything enums
3 Days Ago
Update shaders
3 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Reenable MSAA fetching for SSAO compositing, don't use loops Depthresolve takes first MSAA sample rather than doing min/max calculation, if we want depth::get we'd want the proper sample to compare perfectly on the screen GTAO temporal filter uses edge detection to filter out edge ghosting https://i.imgur.com/EzfclG7.mp4
4 Days Ago
Ao proxies removal (#1678) * Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler * Remove sdf.hlsl (until we meet again 🫡 )
4 Days Ago
Remove aoproxies ambient occlusion, it never looked too right and it's stupid to have artists authoring them manually, almost no one did I still think SDF AO works better than SSAO in most cases, but they should live as a renderhook and artists don't need to touch anything, the way it is now is very hard to maintain, it could be 10x simpler Remove sdf.hlsl (until we meet again 🫡 )
8 Days Ago
Update shaders Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant Start moving same fast ggx filtering code to cpu for resourcecompiler also for consistency
8 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update path of build-shaders, upload all shaders as artifacts Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
8 Days Ago
Compiled shaders with ao viewporting changes
8 Days Ago
CommandLists SetConstantBuffer and be able to specify mip Motion::TemporalFilter is converting from Pixel Coordinates to UV not the other way around
8 Days Ago
GTAO in Scenestaging
8 Days Ago
Fix ambient occlusion in offsetted viewports
8 Days Ago
Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
8 Days Ago
Ssao.scene tests both ao techniques at once
8 Days Ago
Compiled shaders with ao viewporting changes CommandList.SetData > CommandList.SetConstantBuffer [Pick] Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
9 Days Ago
Fix ambient occlusion in offsetted viewports Adjustments, default old components to ssao
9 Days Ago
Move AmbientOcclusion to Command Lists Constant Buffers in Command List Iterate minimum Camera.hlsl, no Time.hlsl for now
9 Days Ago
Camera.hlsl and Time.hlsl stubs
10 Days Ago
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
10 Days Ago
Update path of build-shaders, upload all shaders as artifacts
10 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions vLevel isn't const Update shaders, might get stumped with AO changes but i'll just build them back
11 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO Start moving gtao to command lists, adjustments
11 Days Ago
Start moving gtao to command lists, adjustments
11 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
11 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO
11 Days Ago
Composite SSAO on Lighting rather than Blitting (#1677)
11 Days Ago
Update shaders, might get stumped with AO changes but i'll just build them back
11 Days Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO Child camera executes command lists from camera it's taking attributes from Internal CommandList with calling action directly Temp pass RenderEffect inside the command list directly Fix validaiton error in old AO where we were writing normals when never bound Execute procedural layers ( managed hooks ) before threaded action to set up geometry, this fixes race condition in viewattributes from hooks Previously FrameAttributes/ViewAttributes were working to pass to the rest of the pipeline merely because of a race condition and would break down in low framerates and wouldn't actually pass changed view attributes to those partitions in the correct order ( https://i.imgur.com/fW4VPVJ.mp4 ), this does it properly
12 Days Ago
vLevel isn't const
12 Days Ago
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler Clamp cube box parallax projection to actual bounds box the box, cleanup Our both our envmap filters uses linear roughness instead of sqrt roughness Gizmo for scale in envmaps, adjust default for feathering in world units Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition tiled light culling with edge feathering additions
12 Days Ago
Envmap feathering defaults to much tighter SkyIndirectLighting param in hammer env_sky since it seems it never was there
12 Days Ago
Fix validaiton error in old AO where we were writing normals when never bound Execute procedural layers ( managed hooks ) before threaded action to set up geometry, this fixes race condition in viewattributes from hooks Previously FrameAttributes/ViewAttributes were working to pass to the rest of the pipeline merely because of a race condition and would break down in low framerates and wouldn't actually pass changed view attributes to those partitions in the correct order ( https://i.imgur.com/fW4VPVJ.mp4 ), this does it properly
14 Days Ago
Rewrite FFT Wave, wip
14 Days Ago
Internal CommandList with calling action directly Temp pass RenderEffect inside the command list directly
17 Days Ago
Fix typo
17 Days Ago
Clear volumetric fog texture on creation, this seems to could've caused problems even back on Alyx but issue is bigger now that we don't write to all volumetric fog froxels at once Fix ClearUnorderedAccessViewUint not clearing properly for Texture2DArray and Texture3D
17 Days Ago
Child camera executes command lists from camera it's taking attributes from
17 Days Ago
Replace AO on shader with a single, non-directional AO but that composites properly, older shaders wont have incompatibility problems, also makes Dynamic Reflection work without ao SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png Fix AO compositing for custom shaders https://files.facepunch.com/sampavlovic/1b2111b1/CRqx99maFj.png Add compiled shaders for AO including for Material shaders Composite AO to pipeline rather than blitting, cleanup AddHookAfterTranslucent > AddHookAfterDepthPrepass [Pick] Add internal Graphics.FrameAttributes, up to review Remove hack for clearing AO and use FrameAttributes instead [pick] GetBindlessRWTextureXXX if compute shader Move all ambient occlusion sampling to AmbientOcclusion.hlsl, bindless sampling RWTextureCubeArray doesnt exist, should just be a RWTexture2DArray [pick] Fog.hlsl cant be sampled from compute shaders in compute shaders that also ref lighting.fxc [pick] Fix include guards for hlsl classes, fixes declaration in both standard and material shaders, fix AO sampling Update shaders with bindless SSAO sampling Do a simple texture fetch for AmbientOcclusion::Sample, simplify SampleScreenSsMSAA Compile shaders without MSAA sampling for AO
18 Days Ago
Specify .net 9 for shaders.yml Fix sampletexture_bicubic (is anything using it)? Compiled shaders with correct specular brdf
18 Days Ago
Fix sampletexture_bicubic (is anything using it)?
18 Days Ago
Specify .net 9 for shaders.yml
21 Days Ago
Penguin: Don't undefine lerp on expressioncalculator, we should see where it's using namespace std to get std::lerp wrongly, make it ifdef linux if all else fails Readd inline source compilation to renderdevicevulkan, do conversion to wchar directly
22 Days Ago
Specify setup-dotnet version for shaders.yml
23 Days Ago
[DONT MERGE] Cupertino: Hardcode some paths and fix trailing slashes, note that outside windows steam_api64 dll is just called steam_api
23 Days Ago
Cupertino: Libvideo, libSkiasharp, libmpg123 binaries Cupertino: libHarfBuzz and libdxcompiler, configdefaults.osx.vcfg ( do we need this? :S ) Game boots again
23 Days Ago
Cupertino: Add libs and missing dependencies for GameNetworkingSockets, update GameNetworkingSockets