branchrust_reboot/main/indirect_instancingcancel

441 Commits over 516 Days - 0.04cph!

1 Year Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
1 Year Ago
Fix unity_BaseCommandID not being set on Mac
1 Year Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
1 Year Ago
Rebase on current /main
1 Year Ago
Merge from ./command_buffer_indirect because I'm stupid
1 Year Ago
Merge from ./command_buffer_indirect
1 Year Ago
Added debug functions to get a list of the largest meshes in VRAM and a counter to keep track of transparent calls in indirect instancing.
1 Year Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
1 Year Ago
Added a crude profiler that works in release builds
1 Year Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
1 Year Ago
Split MotionList in separate file
1 Year Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
1 Year Ago
fix build
1 Year Ago
Implement texture streaming support for the instanced fallback renderer
1 Year Ago
Remove CombineTrivialDistancesJob
1 Year Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
1 Year Ago
Prepare models and materials for instancing (once again)
1 Year Ago
merge from main
1 Year Ago
Revert other assets
1 Year Ago
Revert materials and models
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Revert asset changes
1 Year Ago
Implemented support for instances in motion and other fixes
1 Year Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
1 Year Ago
Made `count` property report the highest populated index instead of the allocated space.
1 Year Ago
WIP work to speed up culling (AVX fix)
1 Year Ago
Added toggles to turn culling stages on and off
1 Year Ago
Small cleanups left over from a failed experiment
1 Year Ago
Make all buffer memory blocks have a Swap() function
1 Year Ago
Speed up instancing terrain culling by only walking a single wide ray from the top of the bounding box: "If you can't see the ears, then you can't see the cat."
1 Year Ago
Enable GPU instancing and Read/Write on 5913 assets
1 Year Ago
merge from main
1 Year Ago
Removed RendererWrapper
1 Year Ago
Removed references to RendererWrapper
1 Year Ago
Revert materials and meshes for merge
1 Year Ago
Implemented command reorganising: Ensures that indirect args that survived culling are contiguous in memory so that culled commands can be skipped. This speeds up the colour pass on the render thread by almost 2x.
1 Year Ago
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
1 Year Ago
Made shadows toggleable
1 Year Ago
do not copy shadow mode from renderer to avoid rendering shadows twice
1 Year Ago
revert protocol version
1 Year Ago
- Fixed invisible objects due to state information ending up wrong in the prefab pool - Fixed method ambiguity build error in BufferList - Merged aggressiveShadowLod optimisation into InstancedLODComponent - Allow RendererLOD collapsing when instancing is enabled - Added stats about fallback rendering to indirect instancing diagnostics - Fixed shadow proxy detection - Avoid leaking memory by actually destroying monster meshes before recreating them
1 Year Ago
Re-enabled instancing for the Nature/Cliff shaders
1 Year Ago
native libraries
1 Year Ago
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now. - Started extending BufferList to work with Span<T> - Added ArrayPoolBufferList as an experiment
1 Year Ago
Fix compilation error about RecordUnsupportedMaterial
1 Year Ago
fix native library issue
1 Year Ago
fix server build
1 Year Ago
Removed some leftover debug stuff