477 Commits over 304 Days - 0.07cph!
Keep instancing disabled by default
Strip debug code out into separate files
Remove old unused job code
- Properly support material property blocks (for real this time)
- Disregard LOD minimum distance for the 0th LOD entry to prevent objects hiding from getting too close to them.
- Fix ConVars
- Various cleanups
Split crude profiler and memory tally into separate files as they should
- Add more ConVars and explainations to indirect instancing
- Disable indirect instancing by default
- Disable debug info by default
- Fix multiple NREs when returning to the main menu
- Add assertions to catch use after free with the crude profiler / memory tally
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
Check for AVX2 support instead of FMA because Burst won't compile for FMA specifically.
Indirect Instancing Integration Candidate 1
Enable 3052 materials for instancing
Final SIMD frustum culling implementation for x86/AVX and untested implementation for ARM/Neon
Fix ARM/Neon SIMD (and non-SIMD) code for frustum culling.
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
Fix unity_BaseCommandID not being set on Mac
Fix stencil buffer incompatibility in Standard and Standard-Terrain
Merge from ./command_buffer_indirect because I'm stupid
Revert model importers and materials to the state they have on /main
(WIP) SIMD frustum culling implementation
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
Merge from ./command_buffer_indirect
Update indirect instancing tools with new mesh r/w logic
Re-enable Read/Write for collision meshes only
Re-enable Read/Write for collision meshes only
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
Wrote SIMD distance culling code for ARM64/Neon as well as a scalar variant that vectorises well for SSE2/SSE4.
Fix build error due to InstanceHandleList
Reset meshes to their state in /main
Reset meshes to their state in /main
Fix class layout build error
Fix class layout build error
Set Read/Write and GPU instancing, fix issues with MeshCull, fix server build
Found another double rendering issue in MeshCull
Set GPU instancing on materials
Enable Read/Write for nature assets
(Test) set all meshes isReadable=0
(Test) set all meshes isReadable=0
Subtract mesh and material changes
work around unity_BaseCommandID not being set