userSam Pavloviccancel
branchsbox/ssrcancel

49 Commits over 59 Days - 0.03cph!

14 Days Ago
Iterate on AMD DNSR implementation
15 Days Ago
Squashed commit of SSR branch Finish denoising Don't use single pass downsampling for depth downsample without having memory barriers, optimize it to accept writing to a single channel rather than 4 Add downsample material for c++ side of downsampler Some final tweaks and compile optimized shaders Copy back last denoised frame so that we don't collide with memory in CS Fix pixel fraction sampling on Catmull-Rom sampling Cleanup, add Complex shader with SSR support Fix noising with catmull-rom function Cleanup, move ReprojectFromLastFrame to common code Do half pixel offset on intersection reprojection Actually add ReprojectFromLastFrameSs to common.fxc Update game/addons/base/shaders/reflection_denoise_cs.shader Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Cleanup Rebase tweaks Add SoftShadowPenumbra to pixel.raytrace.sdf, correct SSR tracing cone, add gaussian post processing step Use GGX importance sampling for intersection Some adjustments on denoising with GGX sampling, compile shaders Fix SDF reflections having wrong roughness Do contact hardening on SSR reflections, better reconstruction https://i.imgur.com/lY5VTE5.png Remove shitty artifacts while in motion, do denoising reconsruction much better Remove neighbors that aren't reflected in our buffer, compile optimized shaders Start implementing AMD DNSR Support for multidimentional arrays on vfx Simplify how we pass reflection layers, setup extra rendertargets for new denoiser Setup and all 3 denoise passes in a single shader Fix UAV assignment and reprojection delta
27 Days Ago
Remove neighbors that aren't reflected in our buffer, compile optimized shaders
27 Days Ago
Remove shitty artifacts while in motion, do denoising reconsruction much better
27 Days Ago
Fix SDF reflections having wrong roughness Do contact hardening on SSR reflections, better reconstruction https://i.imgur.com/lY5VTE5.png
29 Days Ago
Use GGX importance sampling for intersection Some adjustments on denoising with GGX sampling, compile shaders
30 Days Ago
Add SoftShadowPenumbra to pixel.raytrace.sdf, correct SSR tracing cone, add gaussian post processing step
30 Days Ago
Squashed commit of SSR branch Finish denoising Don't use single pass downsampling for depth downsample without having memory barriers, optimize it to accept writing to a single channel rather than 4 Add downsample material for c++ side of downsampler Some final tweaks and compile optimized shaders Copy back last denoised frame so that we don't collide with memory in CS Fix pixel fraction sampling on Catmull-Rom sampling Cleanup, add Complex shader with SSR support Fix noising with catmull-rom function Cleanup, move ReprojectFromLastFrame to common code Do half pixel offset on intersection reprojection Actually add ReprojectFromLastFrameSs to common.fxc Update game/addons/base/shaders/reflection_denoise_cs.shader Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Cleanup Rebase tweaks
30 Days Ago
Cleanup
31 Days Ago
Update game/addons/base/shaders/reflection_denoise_cs.shader Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
32 Days Ago
Actually add ReprojectFromLastFrameSs to common.fxc
32 Days Ago
Do half pixel offset on intersection reprojection
32 Days Ago
Cleanup, move ReprojectFromLastFrame to common code
32 Days Ago
Fix noising with catmull-rom function
32 Days Ago
Cleanup, add Complex shader with SSR support
32 Days Ago
Copy back last denoised frame so that we don't collide with memory in CS Fix pixel fraction sampling on Catmull-Rom sampling
33 Days Ago
Some final tweaks and compile optimized shaders
33 Days Ago
Squashed commit of SSR branch Finish denoising Don't use single pass downsampling for depth downsample without having memory barriers, optimize it to accept writing to a single channel rather than 4 Add downsample material for c++ side of downsampler
43 Days Ago
Cleanup downsample_cs, move all TAA denoising from high quality reflections to denoise pass, get denoise pass nearly perfect
45 Days Ago
Reproject position correctly on 2 pass denoiser
46 Days Ago
Denoise in a separate step
46 Days Ago
Render Tags (#758) * Initial commit / backup * Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one * remove unused HasTag overload * Support "world" tag to render only or exclude static objects and hammer geometry * Typo * Include/exclude sunlight and other lights according to set tags * Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights * Let's respect the camera's exclude / render tags in HighlightRenderer * Add tag checks in DrawSceneObject too * Remove unused GetTags overload * Remove unused * ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags * GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag * Only ITagSet is a public interface, hide everything else away * Fix sillyness * Tags property Add cache for lobby member counts - should stop it taking up a bunch of frame time Add Saved Game styling for new lobby Merge branch 'master' of github.com:Facepunch/sbox Get rid of "generic" tag from DamageInfo.Generic - it's not really needed and didn't match its summary Menu: Scheduled Events (#750) - Added events widget to main menu based on data from https://asset.party Use DateTimeOffset instead of DateTime, fixed NiceTime returning the wrong plurals Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning Initialize using hostfxr, Interop is c# dominant Fetch news dynamically on the main menu Add install script Make error nicer Use nethost to locate the dotnet installation Upload symbols last Update ci.yml Fix party lobby invites failing because lobby metadata doesn't initially exist for private lobbies. Fetch, add to queue and process invite on SteamMatchmaking_OnLobbyDataChanged Prioritize game lobby invitation if it exists, listen to gamelobby.invite event and show menu overlay Fixed incorrect arguments for gamelobby.invite When joining from a gamelobby invite, navigate to /lobby/front Social: Fixed newest chat overlay message showing the wrong message, or no data at all Remove OpenGL only IVfx::GetDriverInfo() Remove few remaining referenecs to vfx_dx9 and vfx_gl Remove GLSL and HLSL3 from the HLSL annotation parser Delete vfx_gl vfx_dx9 files Don't need per vfx generated antlr code or intermediate dirs vfx cleanup, get rid of vmpi from vfxc and other shit Restore coreclr AMSI patch with new hostfxr init Fixed particles not going to sleep properly Now happens after the 10 second delay of not rendering like expected Setting a control point on a particle system wakes it up Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds. Do not error when precipitation volume entity is given empty particle paths Stop looping sounds on destruction of the sound entities snd_event_alignedbox and snd_event_point specifically Citizen/animgraph: some readability clean-up (node names, comments...) Events Widget displays all events, can click through them https://files.facepunch.com/devultj/1b3011b1/sbox_hkJZYAZrYP.mp4 Don't mount local map projects when running the packaged version Request lobby data of advertised lobbies in chat so they stop appearing untilted Oops, Refresh was renamed RefreshData sometime today Added failing test for hotloading constructed generic MethodInfos Fixed hotloading generic MethodInfos Added extra test for MethodInfos with generic declaring types Added more delegate hotloading tests, one failing Fixed hotload case with lambdas in generic declaring type Fixes #759 Update shader builder Can pick through most recent blogs https://files.facepunch.com/devultj/1b3111b1/sbox_98oV9HjC2J.mp4 ModelDoc: Copy bone merged flexes from parent Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4 Documentation pass Internalize some methods EntityComponent.ResetComponentId ScreenEffects.VignetteSettings.Apply Remove pointless IEntity overrides in Entity So that Entity can get IEntity's docs without extra work Added way to ignore assemblies by name in hotloads Ignore Sandbox.Tools during client / server / menu hotloads Fixes #765 Settings menu improvements (#770) * ButtonGroup can hold a value and treated as a form option * Switch Video Mode, VSync, Anti-Aliasing, Texture Filtering, and Game Language from DropDown to ButtonGroup * Each settings page has its own Restore Default/Cancel/Save Changes button * Fixed Save Changes button not highlighting when things are changed * Implement Restore Default action for all settings * Added .is-label to Glass styles, used it for settings labels * Stage keybind changes and only applied after pressing Save Changes Revert 1D blend changes - it's fucked Fix remainder of debug vis on Material API shaders Recompile blendable with debug vis support https://i.imgur.com/KcF0ZV0.png Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl Add some extra constants to PerViewConstantBuffer_t Iterate on SSR Iterate on SSR Iterate on SSR Use actual depth from projection rather than a depth sample for initial fetch Cleanup Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap Do mipped downsample of depth buffer for SSR, cleanup code more Trace through mipchain Do last frame copy for SSR Preliminary accumulation, composition and reprojection Iterate reconstruction and reprojection Just changing the view angles doesn't imply in confidence change, offset does Do reprojection with higher precision, use SDF refletions if confidence is low Better reconstruction and denoising Reproject from hit position Bigger reconstruction radius if confidence sucks, avoid fireflies Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise Allow MSAA fetch from AddBlitTextureToTargetLayer Finish denoising and reprojection, only composite pixels that have really high confidence Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source Reenable Mip Chain, correctly generate mipmap chain for depth Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness Redo TAA using luminance as confidence Do the inverse, accumulate samples from noisy areas Do TAA on hit confidence history Don't use scratch render targets for AO & Reflections, they don't give us a render target at the resolution we want, only the viewport, add FindOrCreateFrameBufferRT which is easier to work with instead, add denoising layer Add AddHighQualityReflectionsLayers to clean things up
47 Days Ago
Remove old previous frame stuff for velocity buffer, can do it better Do TAA on hit confidence history
49 Days Ago
Redo TAA using luminance as confidence Do the inverse, accumulate samples from noisy areas
50 Days Ago
Really doesn't need a big number of samples when going through mipchain, tweak SDF trace roughness
50 Days Ago
Fix AddBlitTextureToTargetLayer not clearing if target has different color mode than source Reenable Mip Chain, correctly generate mipmap chain for depth
50 Days Ago
Finish denoising and reprojection, only composite pixels that have really high confidence
50 Days Ago
Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl Add some extra constants to PerViewConstantBuffer_t Iterate on SSR Iterate on SSR Iterate on SSR Use actual depth from projection rather than a depth sample for initial fetch Cleanup Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap Do mipped downsample of depth buffer for SSR, cleanup code more Trace through mipchain Do last frame copy for SSR Preliminary accumulation, composition and reprojection Iterate reconstruction and reprojection Just changing the view angles doesn't imply in confidence change, offset does Do reprojection with higher precision, use SDF refletions if confidence is low Better reconstruction and denoising Reproject from hit position Bigger reconstruction radius if confidence sucks, avoid fireflies Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise Allow MSAA fetch from AddBlitTextureToTargetLayer
51 Days Ago
Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr Finish reprojection, cleanup entire code, iterate on denoise
54 Days Ago
Bigger reconstruction radius if confidence sucks, avoid fireflies
55 Days Ago
Reproject from hit position
55 Days Ago
Better reconstruction and denoising
55 Days Ago
Do reprojection with higher precision, use SDF refletions if confidence is low
55 Days Ago
Just changing the view angles doesn't imply in confidence change, offset does
55 Days Ago
Iterate reconstruction and reprojection
55 Days Ago
Preliminary accumulation, composition and reprojection
56 Days Ago
Trace through mipchain Do last frame copy for SSR
56 Days Ago
Do mipped downsample of depth buffer for SSR, cleanup code more
56 Days Ago
Allow option for downsampling it all in a single pass Add SCENE_RTGT_SCRATCH_TEXTURE_32F_MIPPED for doing min/max depth comparison, remove unused crap
57 Days Ago
Cleanup
57 Days Ago
Use actual depth from projection rather than a depth sample for initial fetch
58 Days Ago
Iterate on SSR
2 Months Ago
Iterate on SSR
2 Months Ago
Iterate on SSR
2 Months Ago
Add some extra constants to PerViewConstantBuffer_t
2 Months Ago
Fix shader lightmapping Update blendable shader Cleanup high quality reflections shader Add AMD SSSR, pixel.raytrace.hlsl
2 Months Ago
2 Months Ago
Add remaining mip downsample levels
2 Months Ago
Do downsampling in multiple passes, makes the code simpler, bypasses fuckery with the GPU memory controller and cost is basically the same