659 Commits over 1,491 Days - 0.02cph!
Initialize SSR to null on 3d skybox
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.
Add ScreenSpaceTrace as a generic, simpler class for doing screen space ray tracing, move reflections.hlsl to use it
Fix overriding SSR with a black texture when it should be initialized with a translucent one
Remove unused shit from lightbinner and make everything enums
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
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 🫡 )
Compiled shaders with ao viewporting changes
CommandLists SetConstantBuffer and be able to specify mip
Motion::TemporalFilter is converting from Pixel Coordinates to UV not the other way around
Fix ambient occlusion in offsetted viewports
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
Composite SSAO on Lighting rather than Blitting (#1677)
Envmap feathering defaults to much tighter
SkyIndirectLighting param in hammer env_sky since it seems it never was there
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
Specify .net 9 for shaders.yml
Fix sampletexture_bicubic (is anything using it)?
Compiled shaders with correct specular brdf
Specify setup-dotnet version for shaders.yml
Fog TAA + Tiled Rendering
* Fixes artifacts
* Improves perfomance
* Removes Clipmaps
* Lights are culled with tiles
* Makes fog render until far-z
* Removes ghosting
* Simplifies codebase a lot
Fix vignietting on DoF
DoF Blur size is in pixels, make it relative to screen resolution so size is consistent, do uv offset a bit after first sample so there's less shimmer
Fix messed specular on skin shader that was using old normalization curve
https://files.facepunch.com/sampavlovic/1b3011b1/zPO0P1wuPT.png
Add Motion.hlsl for motion vectors
Add generic TAA filter to Motion.hlsl
Remove overriding SkyIndirectLighting to false in hammer maps, a lot of public maps are built without lighting and rely on IBL to have ambient lighting, we don't have a good way to tell if a map has baked lighting on MapLoader, better to just keep this on and let artist elect if they want IBL lighting by themselves
Add experimental r_tiled_rendering_conservative_culling so people can play with it, uses near-z approach for tiled culling for even better perfomance, doesn't play well with translucents, will be deprecated when we have two sets of light lists
Don't do OnDisabled(); OnEnabled() on Skybox2D dirty but clean up probe cleanly if needed
Test tl, tr, bl and br corners instead of updownleftright for cone frustum culling
Tiled Frustum Culling (#1669)
SkyBox2D Indirect Lighting ( Reflections/IBL ) can be toggled, hammer maps don't expect skyboxes to be used for lighting since it has vrad
Apply cubemap normalization properly on flat ambient light
Apply subsurface scattering to IBL lighting, looks shit otherwise
https://imgur.com/a/yipFu52
Fog Fix, allows you to change light settings for volumetric fog specifically and does a massive cleanup, last try of this had some perf issues but should be sorted
Squashed commit of the following:
commit 4c0d34857bb545c62a83b6b09ef65261dca3ddd8
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Thu Oct 3 18:41:48 2024 +0100
We dont use CLightBinnerStandard::InitForView twice in same view, rename GetLightbinnerStandard from scenesystem to not conflict with views getlightbinnerstandard which has different behavior
commit 8f3d1244f38a74525bcba28dc520ae5bf1dd1099
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Wed Oct 2 14:06:40 2024 +0100
Make fog lights buffer persistent with the volumetric fog's lifetime
commit 0d5bee31cad9b54fc75e2dbff85accfd03d7b3e1
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Wed Oct 2 13:52:39 2024 +0100
Make sure this is properly inlined to never trash cache
commit 5709fcf4b113088c684c095fc08d05fe176f940c
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Wed Oct 2 11:46:35 2024 +0100
LightBinner::InitFromParent and disable fog shadows
commit 93fa098f5c55bddfa4b3d3261b26b7c9edfc8dd8
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Tue Oct 1 18:01:49 2024 +0100
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants, remove bRenderFogClipmaps for
commit 6f0125fd6ad1bf5512346ffe3c727532a6687cf4
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Fri Sep 6 13:23:03 2024 -0300
Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
commit 0ff3702c73cf54edddc5dd82b8c54598904fae10
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Fri Sep 6 13:14:08 2024 -0300
Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix light fog strength
commit 50170c166dd1cc37d863046aa632a30fb6629860
Author: Sam Pavlovic <sam@sampavlovic.com>
Date: Fri Sep 6 12:47:35 2024 -0300
VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
Don't update shadows on fog pass, some lights are set to be updated always but should all be fetched from cache
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )
Fix Depth::GetLinear and add Depth::Linearize
Just get rid of F_DISABLE_Z_PREPASS entirely, it's not applicable for users to set it, static overlay uses BoolAttribute( NoZPrepass, true ); directly
use default depth_only combo for skin
Remove F_DISABLE_Z_PREPASS from shaders except if you want it explicit, remove it from eyeao until we recompile shaders
Enable autoexposure for other tonemaps
https://files.facepunch.com/sam/1b1311b1/sbox-dev_mAXJ3CQmYe.mp4
We were multiplying BRDF twice making envmaps look awfully dark
https://files.facepunch.com/sam/1b1311b1/E8pK9UTpn4.png
Avoid directional lights clipping with world with a reasonable value
Ensure proper number of maximum simultanious updates for EnvMapProbe dirty updates
Destroy buffers properly when deleting lightbinner
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types
Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback
Don't generate shadow frusta for unshadowed lights
Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it
Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change
Cleanup, fix mixed logic for shadows
Fix lights and their cookies not being able to rotate on roll
Add stub GBuffer.hlsl for DepthNormals() mode and move ToolVis to it's own file and class so it's not a mess, aiming to remove ToolVis() mode, S_DISABLE_SPECULAR_HIGHLIGHTS not referenced anywhere
Don't add more lights to visible list than the list can permit, this relatively low limit is silly but don't want to break api until frustum tiled cull is here https://files.facepunch.com/sam/1b1011b1/parsecd_CiKjzyScdq.mp4
Revert "Fog Fix (#1661)", causing some slowdown problems, will be
brought back shortly
This reverts commit f0981cbaf9679a34c219f57cd232a638f60d463f.
Update compiled shaders with relative cubemap luminance
Fog Fix (#1661)
* Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants
* VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore
* Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit
* Put fog mode in it's own category and add nice icons to them
https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png
* These convars don't do anything or are redundant, some notes for tiled rendering in the future
* Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps
* One lightbinner per volumetric fog rather than creating it every frame
* Start removing fog clipmap rendering, there are better ways to do this and it's massive
* Disable clipmaps on managed code, clean up shader code
* Remove VR-specific frustum stuff from volumetric fog
* Get rid of redundant data
* Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one
* TAA stub
* Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality
* Proper fog TAA with ping-ponging accumulation textures
* Iterate fog denoising
* Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer
* Final cleanup, fix fog density, fix obsolete error
Fix perfomance validation warning on depth_only shader, it never produces output from PS, any operations from ps for translucents are clip or discard, D_WRITE_DEPTH_MASKS is never used
Strip D_WRITE_DEPTH_MASKS from the rest
Fix shadows not showing up on non-scenecamera views like Hammer
Allow for multi-bounce reflections on EnvmapProbe
Make sure all cubemaps are up to date when loading/unloading mapinstances, cubemaps placed on scene weren't getting updated
GPU Shadow Culling light list is stored on camera where it should belong rather than on lightbinner, a lightbinner can be shared across multiple views causing issues, this also guarantees proper lifetime of list since lightbinner pool is only flushed on shutdown
https://files.facepunch.com/sam/1b0411b1/sbox-dev_Esvot2kDTb.mp4
Disable volumetric fog clipmaps by default, they're fucked right now with massive frame drops and they feel overengineered