branchrust_reboot/main/indirect_instancingcancel
268 Commits over 304 Days - 0.04cph!
- Rewrite the buffer update logic to ensure a direct update only happens once per frame to make DX11 happy.
- Always update the entire buffer to make greedy GPU drivers happy.
- Add IGraphicsBuffer wrapper because Unity didn't do it so I can finally stop copy/pasting everything.
- Use a function pointer (👻) in damage region processing for similar reasions.
- Unlock the arrays in Update in case OnPreCull wasn't called.
- New debugging ConVars: `reorder_instances_job`, `damage_bitscan_job` and `buffer_upload_mode`
A whole marathon of Indirect Instancing changes:
- Schedule all jobs at the beginning of LateUpdate() for better worker utilisation.
- Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles.
- Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler.
- Run the debug overlay (where possible) in parallel with the jobs to improve performance
- Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes)
- Schedule all jobs using ScheduleByRef.
- Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible.
- Make batch size tunable: `indirect_instancing.batches_per_worker`
- Add somewhat automatic instrumentation to CrudeProfiler via `using` statements.
- Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.)
- Add more profiler instrumentation.
- Rename a ton of things for clarity.
- Remove CommandBuffer. We won't need it where we're going.
Fix burst compile issues by bringing back `DamageRegion` struct
Jobify the damage region scanning for instance data
First implementation of hybrid monster meshes
Merge from /indirect_instancing/layers
Slightly optimise command reordering
Jobified instance reordering
Merge bitmapped_damage_tracking → indirect_instancing
Clean up some failed experiments
Fix nothing rendering for real this time.
Fix nothing actually rendering with new Graphics.DrawMeshInstancedIndirect based draw call submission
Fix NRE in Indirect Instancing debug overlay
Add agressive optimisation attributes to the hot path of Indirect Instancing.
Rebase on /main (save 271)
Regenerate ConVars and force bounds to be always huge (experiment)
Add a third submission mode to indirect instancing which works through `Graphics.DrawMeshInstancedIndirect` and avoids copying to a command buffer.
Enable `indirect_instancing.command_buffer` to switch back to the old way.
Finalise SIMD terrain culling implementation:
- Fix oscillation/flicker bug by tracking individual ray progress properly.
- Adjust step size dynamically with altitude to reduce iterations.
- Limit overall iterations to ConVar `indirect_instancing.tc_max_iterations`.
- Ignore rays to instances that have been culled in a previous step.
Add more debug output to the indirect_instancing.debug overlay
Add new SIMD terrain culling implementation (WIP) providing ~3x speedup (up to 30x in certain cases)
Only allow StartMotion() when IsDynamic is set
Speed up motion list execution 30x by caching matrices and checking them for changes.
Regenerate ConsoleSystem.cs
Remove merging of damaged regions as the sorting and merging was taking more time than it saved in some situations.
If frequent buffer updates continue to be a problem, /indirect_instancing/bitmapped_damage_tracking should fix that.
Only run terrain culling when it's actually worth it (when camera is above some but not all terrain)
Fixed node visuals not chaning while harvesting them
- Don't perform `graphics.aggressiveshadowlod` optimisation on shadow proxies.
- Only respect `indirect_instancing.shadows` when Indirect Instancing is enabled.
Force disable HLOD while Indirect Instancing is enabled
Remove unused compute shader from indirect instancing
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
Revert instancing flags on materials that were using Standard+Wind to their original state.
Set correct mip map bias when using indirect instancing
Make sure indirect instancing ConVars are disabled by default and saved
Fix a shader error in certain terrain shaders using _SecondaryDetail_Color
Remove RustRenderer (for now)
Implement IRefreshable and BroadcastRefresh as a better way to refresh InstancedLODComponent after colour changes.
Remove old damage tracker code and rename NativeDamageTracker → DamageTracker
Move `autoconnect` variable to `client.autoconnect`.