branchrust_reboot/main/indirect_instancingcancel

408 Commits over 427 Days - 0.04cph!

9 Months Ago
Indirect instancing fixes: - Supported shaders are no longer determined at runtime, instead a list is supplied to the component on the main camera prefab. This fixes issues where instanceable objects would end up in the non-instanceable fallback renderer. - Add operations are no longer queued in order to return success/failure states immediately back to the caller. - Remove operations are now queued without relying on managed references, fixing various use-after-destroy issues. - Broadened the use of the InstanceCreationInfo struct to avoid fealing with so many function parameters. - Improved logging when instances can't be added (1) at all or (2) only in the non-instanced fallback renderer. - Fixed exceptions resulting from calling RecalculateUVDistributionMetric() after UploadMeshData()
9 Months Ago
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
9 Months Ago
Don't rely on managed references when removing instances, use InstanceHandle instead
9 Months Ago
Fix exceptions caused by removal of meshes with less materials than submeshes
9 Months Ago
merge from main
9 Months Ago
A week's worth of fixes for indirect: - Added a `spawnprefab` editor-only command that allows to spawn (and pre-process) any prefab for testing. - Moved indirect ConVar stuff to a proper indirect_instancing.cs - Temporarily removed Core/* shaders from the compatibility list because indirect support is unclear. - Revamped the indirect compatibility decision logic to be more granular and robust. - Fixed invisible models when a renderer in instanceable but none of its materials are. - Fixed NRE when encoundering null materials. - Added TryEnqueueAdd which gives feedback about when enqueing a renderer failed due to incompatibility. - Downgraded assertion exception when a shader wasn't found to just a warning. - Reworked RejectReason structure to a struct fully interoperable with bool. - RustRenderer now remembers original shadow casting modes so that they can be restored when indirect rendering is disabled. - Store errors reported by TryEnqueueAdd in RustRenderer for debug purposes. - Automatically disable RustRenderer if object is a shadow proxy. - Automatically disable RustRenderer if any submeshes are incompatible with either indirect or fallback rendering.
9 Months Ago
Fixed shader errors about missing implementations of vertInstancingSetup
9 Months Ago
merge from main
9 Months Ago
Fix construction guide not appearing
9 Months Ago
merge from main
9 Months Ago
Changed implementation to only render colour pass and leave shadow culling and rendering to Unity
9 Months Ago
Added some debug ConVars
9 Months Ago
Fixed various causes that could render meshes twice
9 Months Ago
Add queue system for adding/removing instances to prevent colliding with the jobs
9 Months Ago
Implement a fallback renderer for non-instanced draw calls based on Graphics.RenderMesh()
9 Months Ago
Disable only unsupported submeshes in MeshRenderers, not all of them
10 Months Ago
Re-enable texture streaming jobs
10 Months Ago
* Restore damage tracking for command and instance buffers * Skip RemoveDestroyedMeshes() as it doesn't seem to be needed anymore and it was taking well over 3 ms
10 Months Ago
Improve performance in the hierarchical culling job by reordering the culling tests by cost
10 Months Ago
Fix wrong index calculation in ArrayEx.RemoveAtNoResize()
10 Months Ago
Improve handling of null meshes in RustRenderer auto conversion
10 Months Ago
Grow block allocations exponentially because linearily wastes more buffer space.
10 Months Ago
Implement ArrayEx.RemoveAt* utility functions
10 Months Ago
- Render all instanceable submeshes instead of rejecting the whole mesh - Use real LOD thresholds instead of 5 meter increments
10 Months Ago
- Disable LOD fading to be reintroduced when LOD switching is stable - Pass final Mesh instead of MeshFilter to instancing system to allow assets based on MeshLOD to work properly - Restructure RustRenderer for more robust automatic conversion - Fix invisible LODs by merging duplicate entries referring to the same Mesh
10 Months Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
10 Months Ago
Prevent NRE when a MeshCull is without a MeshRenderer or MeshFilter
10 Months Ago
Do not update indirect instancing system when scene is loading
10 Months Ago
Do not update indirect instancing system when scene is loading
10 Months Ago
Always grow GPU instancing buffers exponentially to prevent VRAM exhaustion in during initial spawn.
10 Months Ago
merge from main
10 Months Ago
merge from main
10 Months Ago
First complete (but mostly broken) implementation of indirect instancing. Split most classes into separate files for easier handling and less conflicts.
10 Months Ago
Regenerate console system
10 Months Ago
cherry-pick platform fixes
10 Months Ago
cherry-pick platform fixes
10 Months Ago
merge from main
11 Months Ago
Merge from /main
11 Months Ago
Add terrain occlusion culling to the instanced renderer (WIP)
11 Months Ago
Fix release build
11 Months Ago
Add frustum culling to the instanced calls
11 Months Ago
Cherry pick quality_level_squash
11 Months Ago
Add texture streaming support to indirect instanced rendering
11 Months Ago
Automatically remove any meshes from the instancing system that have been destroyed by Unity for whatever reason.
11 Months Ago
Port all new fixes and refactors from InstancedDebugDraw to IndirectInstancing
12 Months Ago
Fix compilation due to renaming of FastDebugDraw to InstancedDebugDraw
12 Months Ago
Merge from main
1 Year Ago
Merge from /main
1 Year Ago
Merge from /main
1 Year Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase