userSam Pavloviccancel
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1,728 Commits over 1,491 Days - 0.05cph!

7 Months Ago
Use intermediary texture to avoid collision in filtering generated cubemaps, this should fix the cubemap corruption in certain hardware
7 Months Ago
Make async optional, make CameraComponent still be async since we are not waiting for any other operation than itself
7 Months Ago
Make sure any GPU callbacks are finished before disposing of pixmaps on managed, read from RGBA8888 pixmaps directly
7 Months Ago
Make RenderSceneToPixmap non-blocking and fix annoying wasRendered assert
7 Months Ago
Revert to NativeRenderingEngine hack, still need to deal with edge cases, I'm debugging it better
7 Months Ago
Use Present() which also has logic to handle swapchain size changes for widgets than HandlePendingSwapChainResize()
7 Months Ago
Fix shitty hack on RenderScene()
8 Months Ago
Change GetShadowDownsampleLevel to calculate based on the percentage of how much the light is visible on the screen rather than distance heuristics, also adjust CalculateSpotResolution and increase base value Invalidate light cache when a light moves
8 Months Ago
Backport new SceneSystemWellKnownTextureObjectID_t textures Backport LightProbe from main, remove debug stuff (we handle it our own debug vis )
8 Months Ago
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things Set skybox as global cubemap Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
8 Months Ago
Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared More adjustments for screenspace shadowing, fix valid hit test always returning true
8 Months Ago
Bindless Lightcookies (#1556) https://files.facepunch.com/sampavlovic/1b0211b1/lightcookies.png
8 Months Ago
Update shaders
8 Months Ago
Stub for shadow class, enumize lightflags
8 Months Ago
Sample lightcookies with explicit LOD since we can use this on compute as well
8 Months Ago
Remove ilightcookieutils, cookieslice, etc Remove all references to lightcookiemanager, add Texture2D GetLightCookieTexture() to lightbinner Fix typos and get bindless cookeies on shader, m_lightCookie is just a standard HRenderTexture now Cookies on fog Delete lightcookies.vtex which was a fixed array that we never really used
8 Months Ago
Bindless Cubemaps (#1552)
8 Months Ago
Bindless cubemaps! Remove references to texture cube arrays Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it Remove remainder of CPU-driven code for cubemaps, rename indooroutdoorlevel to just renderpriority Update shaders Sort envmaps by priority Remove now unused m_bNeedsRender Recompile terrain after rebase
8 Months Ago
Cookies on fog
8 Months Ago
Fix typos and get bindless cookeies on shader, m_lightCookie is just a standard HRenderTexture now
8 Months Ago
Remove all references to lightcookiemanager, add Texture2D GetLightCookieTexture() to lightbinner
8 Months Ago
Remove all references to lightcookiemanager, add Texture2D GetLightCookieTexture() to lightbinner
8 Months Ago
Remove ilightcookieutils, cookieslice, etc
8 Months Ago
Remove now unused m_bNeedsRender
8 Months Ago
Update shaders Sort envmaps by priority
8 Months Ago
Remove remainder of CPU-driven code for cubemaps, rename indooroutdoorlevel to just renderpriority
8 Months Ago
Disable frustum shadow map culling using volume cullers, the view we render for the shadow is already doing frustum culling so I'm not fully sure if this is doing anything, on CS2 it seems to only be used for barn light shadows anyway ( And with an explicit illumination bounds OOB )? Fixes shadow flickering on props
8 Months Ago
Fix typo, not meant to pass high precision offset to fog, just direct position https://i.imgur.com/EGNuSTA.png
8 Months Ago
Remove references to texture cube arrays Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it
8 Months Ago
Bindless cubemaps!
8 Months Ago
Shadow Cache + Time Sliced Shadows (#1535)
8 Months Ago
Print actual lightdesc for shadow map on debug markers, cleanup
8 Months Ago
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
8 Months Ago
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
8 Months Ago
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2 Backport more shadowcache code from cs2, start adapting lightbinner for new layout Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now Time sliced shadows + shadow caching Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply Pass per view lighting constants to shadow, transition barriers to fog Fix file move on vpc for shadowmap_texturebarrier_renderer.h
8 Months Ago
Make atmospherics on shadingmodel take position with offset directly, recompile terrain with it, fixes volumetric fog on terrain
8 Months Ago
Add mutex on read/writing m_CulledLights, guarantees it won't be overwritten twice while doing a callback before finishing rendering next frame or would write while allocating lights
8 Months Ago
Fix baked fog on scenes, only enable volumetric fog if there are any fog volumes in scene https://files.facepunch.com/sampavlovic/1b2511b1/image%20%289%29.png
8 Months Ago
lb_indexed_pointlight_shadows. By default for now, don't cast shadows to indexed point lights if the cvar is set, rarely worth anything useful
8 Months Ago
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
8 Months Ago
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply Pass per view lighting constants to shadow, transition barriers to fog
8 Months Ago
Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight
8 Months Ago
Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system
8 Months Ago
Time sliced shadows + shadow caching
8 Months Ago
Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now
8 Months Ago
Backport more shadowcache code from cs2, start adapting lightbinner for new layout
8 Months Ago
Reduce parallel cubemap updates on load, we allocate a new lightbinner for each new parallel view and each of them allocates a lot of new GPU buffers when they should be shared, I'll revisit this after shadowcache
8 Months Ago
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2
8 Months Ago
GPU Shadow Culling (#1523) --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
8 Months Ago
Remove all atlas downsampling bullshit, not even being used Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one GPU Shadow Culling POC: Don't render shadows that are not visible by GPU depth bounds sc_show_rejected_lights enum support for VFX HLSL We dropped DX11 support so we can support it without a worry microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017 r_gpu_shadow_culling cvar, parallelize static light visibility tests Cone intersection for tiled light culling Bloat cones a wee bit, still do sphere culling for point lights Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights https://i.imgur.com/JwxhgOJ.png Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer Fix debug views for dynamic lights, update comments