branchrust_reboot/main/indirect_instancingcancel

441 Commits over 516 Days - 0.04cph!

10 Months Ago
Implement NativeArray.ReinterpretLoad() for NativeArray.ReadOnly to avoid triggering concurrency checks.
10 Months Ago
Fix unity_BaseCommandID not being set on Mac
10 Months Ago
Fix stencil buffer incompatibility in Standard and Standard-Terrain
10 Months Ago
Rebase on current /main
10 Months Ago
Merge from ./command_buffer_indirect because I'm stupid
10 Months Ago
Merge from ./command_buffer_indirect
10 Months 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.
10 Months Ago
- Added a crude way to estimate mesh VRAM and RAM usage - Added a command to find duplicate meshes in the instancing system
10 Months Ago
Added a crude profiler that works in release builds
10 Months Ago
More toggleables: merge_damage (fixed), motion_list, remove_queue
10 Months Ago
Split MotionList in separate file
10 Months Ago
- fixed mip level calculation errors for fallback objects - fixed fallback objects not properly updating when in motion
10 Months Ago
fix build
10 Months Ago
Implement texture streaming support for the instanced fallback renderer
10 Months Ago
Remove CombineTrivialDistancesJob
10 Months Ago
Fix NRE when trying to move an instance that previously failed the instancing checks
10 Months Ago
Prepare models and materials for instancing (once again)
10 Months Ago
merge from main
10 Months Ago
Revert other assets
10 Months Ago
Revert materials and models
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
Revert asset changes
10 Months Ago
Implemented support for instances in motion and other fixes
10 Months Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
10 Months Ago
Made `count` property report the highest populated index instead of the allocated space.
10 Months Ago
WIP work to speed up culling (AVX fix)
11 Months Ago
Added toggles to turn culling stages on and off
11 Months Ago
Small cleanups left over from a failed experiment
11 Months Ago
Make all buffer memory blocks have a Swap() function
11 Months 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."
11 Months Ago
Enable GPU instancing and Read/Write on 5913 assets
11 Months Ago
merge from main
11 Months Ago
Removed RendererWrapper
11 Months Ago
Removed references to RendererWrapper
11 Months Ago
Revert materials and meshes for merge
11 Months 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.
11 Months Ago
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
11 Months Ago
Made shadows toggleable
11 Months Ago
do not copy shadow mode from renderer to avoid rendering shadows twice
11 Months Ago
revert protocol version
11 Months 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
11 Months Ago
Re-enabled instancing for the Nature/Cliff shaders
11 Months Ago
native libraries
11 Months 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
11 Months Ago
Fix compilation error about RecordUnsupportedMaterial
11 Months Ago
fix native library issue
11 Months Ago
fix server build
11 Months Ago
Removed some leftover debug stuff