userSam Pavloviccancel
branchsbox/mastercancel

645 Commits over 1,461 Days - 0.02cph!

2 Years Ago
fix last cubemap not being sorted
2 Years Ago
Reduce queryable size of sphere, optimizes tile volume skip backfacing queries on tiled light builder Cleanup, dont pass depth on non depth prepass Transform camera ray, fix typos when doing box intersection, oops You should be seeing the good perf gains from tiled now
2 Years Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading Correct box hit algorithm for tiled light builder Fix shadow rescaler Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps Fix shader compilation Fix spritecard compilation Initial work for VR Instancing for tiled light rendering Fix glows in Vr while we're at it, still pending rewrite Preliminary support for VR in tiled light builder, include objects Remove magic number and reproject view for tiled light builder Treat warnings as errors on shader compilation on internal builds Make tile resolution proportional https://i.imgur.com/2knXfUw.png Fix light typo on vr_lighting Fix warnings on standard shading model Iterate on tiled light builder Fix data races on tiled light builder Fix warnings from core shaders Use 48 wide pixels for each tile Fix Z-Fighting when cubemap bounds is the same as the geometry Update tiled light builder shader objects Fix warnings on blendable and commit shader objects Simplify tiled rendering accessors, add runtime UseTiledRendering render attribute Add r_tiled_rendering convar Update shader objects GPU driven Depth Culling for tiled rendering Use half tile offset for tile coordinates Depth prepass culling for envmaps too, cleanup fix envmaps being fucked up Return max depth for tile, update object files Add r_tiled_rendering_depth_cull Merge pull request #406 from Facepunch/tiled-rendering-merge 🟦🟦🟥🟧🟨🟦🟦 Tiled Rendering Support
2 Years Ago
Fix unitialized memory and not binding shape buffer if running out of space in high quality reflections
2 Years Ago
Fix Spritecard not clipping through user clip planes (Fixes physgun beam reflecting through water) Upgrade d3dcompiler library for client loading, fix reflection with version v7
2 Years Ago
Support for multiple d3dcompiler and their reflection types Simplify that, and add d3dcompiler_47 Remove redundant functions now that they are processed on the core shader Fix typo Merge pull request #356 from Facepunch/d3dcompiler_47 Add support for the latest version of D3D11 shader compiler
2 Years Ago
Fix depth prepass not working
2 Years Ago
Add clip planes for spritecard, should fix physgun trail clipping on water
2 Years Ago
Unset D_ENABLE_INDIRECT combo on volumetric fog shader and leave it always on, indirect volume lightmap is also used for baked fog!
2 Years Ago
Fix glow outline on water
2 Years Ago
Fix baked volumetric fog
2 Years Ago
Fix foliage having no subsurface, disable GS from foliage entirely for now, unlikely to yield much gains Fix shading on blendable Cleanup, give support to Transmission on Material API
2 Years Ago
Delete material that referenced old cookieslice
2 Years Ago
New glow based on outlines rather than normal extension Do a full cycle on the glow to close last mesh gap sbox_glow_stencil > glow_stencil, push C++ side of glow Remove non-cs version of sbox_cookieslice, never used Some adjustments to glow, fix projection viewport being messed up, render them before translucents https://i.imgur.com/0uvh7xX.png Also kill old sbox_cookieslice shader source
2 Years Ago
Fix Warning on sbox_glass and volumetric_fog, push object files for water and glass Remove references to reflex sight Make full shader compile optimizations always implicit, make dev shaders compile with full optimizations
2 Years Ago
Add ScreenspaceCorrectionMultiview that does both resolution scaling and VR correction Use ScreenspaceCorrectionMultiview for refraction on glass and water
2 Years Ago
Add ShadingModelValveStandard for shaders that need visual parity with Valve's shading Merge branch 'master' of sbox Fix volumetric fog on VR without doubling our compile time 😵‍💫
2 Years Ago
Remove #pragma optimize off that managed to slip through
2 Years Ago
Fix relative specular luminance on blendable
2 Years Ago
Run mat_recompileoutdatedshaders in a thread
2 Years Ago
Push grasstile shader
2 Years Ago
Fix SDF trace functions Use UINT32 for transformation indexes on shaders, adjust multiview instancing functions to use nInstanceTransformID instead, support for it in legacy transforms too Reenable Sructured Buffers for transformation Bump up VFX ABI version Add mat_recompileoutdatedshaders, Iterates and recompile shaders from previous ABI version. Change color format of InstanceTransformUv from Float16x2 to R32 UINT, also on managed vertex objects Adjustments to transform system, iterate, cleanup, do byte alighment fixes to work on AMD Shader objects for core shaders Shader objects for core addon shaders
2 Years Ago
Reenable constant buffers until I fix AMD driver bug Revert shaders to be compatible with cbuffers Flag that shaders should be compiled with cbuffers until amd fix
2 Years Ago
Squashed merge structured transform buffers Cleanup Use precision padding to make up for low precision upload to GPU, fix instancing padding on vr_lighting Allow usage of VS_INPUT in geometry shaders Add new shaders with new transform slot sequence strategy Adjustments, refactoring, cleanups and new strategy to bind transform buffers Rename BindTransformTextureAndInstanceIDBuffer to something friendlier Use thread safe allocations for transforms, fix transform alignment Temp disable multiview instancing combo to speed up compiles remove F_UNLIT and F_DISABLE_TONE_MAPPING from Complex, unlikely to help Trim complex a bit more Yank the internal includes out of foliage shader, make it work in our API Make Water compile with our new API, optimize it, have more accurate reflectance constant Add USE_CUSTOM_SHADING flag to skip default combos Make ToMaterialMultiblend compatible with our new API Object compile of base shaders with structured buffers working as intended 🙏 Use MSAA friendly discard for foliage, cleanup Object files for base addon shaders No need for a mutex on AllocateTransforms
2 Years Ago
Add toon example shader Iterate example toon shading, add outlines
3 Years Ago
Merged new-shader-api Disabled transform structured buffer by default, will be reenabled soon Update base.vfx with the base from standard.vfx
3 Years Ago
Add class and interface language support to VFX Compiler Make base class an optional parameter for VFX classes Allow members to be static or have other identifiers on VFX Add class_member_definition to VFX variable parser on ANTLR
3 Years Ago
Accidentally removed ripple collision, let's put it back Merge branch 'master' of sbox Merge branch 'master' of sbox Tweak ripplecompute, clamp collision and ripple size
3 Years Ago
Fix missing summary tag close on ScenePortal
3 Years Ago
Better way to do ripples for moving water surfaces https://i.imgur.com/xWvwdAg.mp4
3 Years Ago
Refactor water, allow for moveable surfaces Add ripples simulation forces for moveable water https://cdn.discordapp.com/attachments/834319259458994216/958656107813941258/sbox_0054.mp4
3 Years Ago
Clamp water xRes and yRes to not overflow dynamic vertex buffers, allows for water bodies of any size, revisit for env_sea Fix reflection vector on simple reflections
3 Years Ago
Fix underwater caustics Pass Time.Delta to shader parameters Fix water collisions being wonky Minor tweaks on water Add surface roughness slider to water
3 Years Ago
Simulate ripples on bullet impact https://imgur.com/a/8eGjZdj
3 Years Ago
Don't use nullable for water properties, set default value instead
3 Years Ago
New ripple simulation with collisions Add drag to fluid simulation and collisions Cleanup ripplecompute and how ripples are added Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves Cleanup hull base shader Cleanup ripple collision and propagation Adjust ripple strength New underwater surface method Port eyeball shader to use our shared code, fixes clip planes on water Add fog support to water surface, cleanup Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo Put water combos right into place, upload water shader objects (including ripple) Propagate ripple by framerate, fixes it slowing down on low framerates Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader Add render bounds for water, only render water if we are are looking at it's bounds Use two tone fog by default on test water Push latest water shader objects
3 Years Ago
Faster, much better water caustics Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view
3 Years Ago
Add seamless entry to water, fix splash and ripple height Iterate underwater fog Water cleanup
3 Years Ago
Send blank info about splashes to GPU if we have no new ripple force to simulate
3 Years Ago
Add two tone fog Fix refraction ray on water New normal sampling method for water, other fixes Finish overwater surface rewrite, optimize normal function even further Readd horizon aliasing reduction to new normal method Only clamp to AABB in RippleCompute if our computing radius is big enough
3 Years Ago
Disable debugview on water
3 Years Ago
Squashed commit from water-refactor2 Fix syntax errors cauased from merge due to refactors Get WaterSceneObject & RippleCompute on the refactored API bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem Fix non-viewmodel entities being invisible Add RenderTargetSize to ScenePortal Fix assertions when trying to copy depth texture in some rare occasions Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan Update PlanarReflection API with reflection direction Simplify water input Fix underwater top surface being rendered twice, use hardware alpha for underwater fog blending, more refactoring Iterate on underwater pass of water, start adding refraction to it, major cleanup Add a blank slice after the renderer has initialized when trying to add first lightcookie slice Remove high quality shadows Remove game specific attributes recording Merge branch 'water-refactor3' of sbox
3 Years Ago
Render AO on dynamic objects, don't render it on monitors Refactor aoproxy code, add stub for cylinder aoproxy shape Aoproxy_splat objects
3 Years Ago
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
3 Years Ago
Update sceneobject flags, remove VR_ prefix
3 Years Ago
Delete a bunch more code from other games and remove their rendering pipeline flags
3 Years Ago
Fix aliasing on DoF, remove unneeded passes
3 Years Ago
Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Pass number of mixed cascades to shader Naive shadow atlas downsampling test Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg Merge pull request #177 from Facepunch/light-rework-rebase Light rework
3 Years Ago
Pass selfillum to material helper
3 Years Ago
Get the parameters from shared standard ps code in sbox_pixel, dont include the shared standard ps code include into it