userSam Pavloviccancel

2,014 Commits over 1,612 Days - 0.05cph!

26 Days Ago
Flag DepthNormal prepass as a depth pass ( scenesystem optimization ) but don't override it's material since we output to color
26 Days Ago
We're putting fullsort on small prepass which isn't what we want, should be only on large prepass
26 Days Ago
Bring back two-pass depth prepass with big/small sorting
27 Days Ago
Iterate from Bloom2 from SceneStaging
27 Days Ago
Can't always imply pView->GetMainViewport() matches swapchain, make it calculate size of swapchain for passing to managed pipeline
27 Days Ago
Compile shaders
27 Days Ago
Shaded Prepass should always have conservative clipping for prepass
27 Days Ago
Bloom2 https://files.facepunch.com/sampavlovic/1b2711b1/FGDhgt0i6B.png https://files.facepunch.com/sampavlovic/1b2711b1/zuIstGTQuO.png https://files.facepunch.com/sampavlovic/1b2711b1/sg0ZpXbsVz.png
27 Days Ago
DepthNormal G-Buffer Rendering Mode (#1766) * DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH * DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels * Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior * Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer * Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set * Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional * Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS * Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold * GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4 * Bind ClearFlags, this should probably be implicit * Just use DepthNormalPrepassLayer, use depthnormal mode again * Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost * Fix typo on gtao * Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png * DepthNormals mode fallback if shader doesn't have it * Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match * Apply offset when sampling Prepass Normals https://files.facepunch.com/sampavlovic/1b0411b1/dfC5VELlYw.png * Use Depth MODE instead of DepthNormals for DepthNormals * Enable shadow fast pass properly, make it use depth_only shader * update shaders with depthnormal * Shader template uses S_MODE_DEPTH combo
27 Days Ago
Add gamma slider to Bloom2, better threshold control https://files.facepunch.com/sampavlovic/1b0511b1/TxvWZBZWLd.png
27 Days Ago
Downsample does gamma correction if doing gaussian blur, fixes NAN and overbrightening on glass, ui blur and bloom2
27 Days Ago
Bloom2 https://files.facepunch.com/sampavlovic/1b2711b1/FGDhgt0i6B.png https://files.facepunch.com/sampavlovic/1b2711b1/zuIstGTQuO.png https://files.facepunch.com/sampavlovic/1b2711b1/sg0ZpXbsVz.png
27 Days Ago
LTC Area Lights experiment
28 Days Ago
Demote NanoVDB from a GameResource to just a class, we don't handle non-json gameresources well yet
28 Days Ago
Make Blur postprocess much faster while being also higher quality by using mip chain instead of doing gaussian blur inline
28 Days Ago
Add texture barriers for Graphics.MipmapGen, ensures that mips for bloom2 won't be read from the previous frame
28 Days Ago
Move tonemap to commandlist so that it's rendered over postprocesses that uses commandlist
28 Days Ago
Smoother threshold curve for Bloom2
28 Days Ago
Shader template uses S_MODE_DEPTH combo
28 Days Ago
DepthNormalPrepassLayer stub, DepthNormal shader class consumes from S_MODE_DEPTH DepthNormals mode, uses values directly instead of Material, attach it to ShadingModels Ignore and don't compile combo if it's not referenced by a mode or feature instead of erroring out, e.g. We want to reference DepthNormal.hlsl everywhere in Class.hlsl, but we want to only have combos for it if we're using a DepthNormal mode without complicating the codebase, this way when adding a new mode that references that combo, it's added to the shader without convoluting the source, argue with me if you think this is shit behavior Temp bind FindOrCreateRenderTarget and use managed rendertarget for depthnormalprepasslayer Should be continue rather than break, fix undefined identifier if S_MODE_DEPTH_NORMAL is not set Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS Adjustments, Depth Prepass Depth Only under a convar, do depthnormals without size cull threshold GTAO uses Normals::Sample() instead of recalculating normals from depth https://files.facepunch.com/sampavlovic/1b1711b1/sbox-dev_e5dHGELNmU.mp4 Bind ClearFlags, this should probably be implicit Just use DepthNormalPrepassLayer, use depthnormal mode again Remove old no-normals depth prepass, keeps things simple, effects that we use will need to rely on depthnormals, doesn't add too much cost Fix typo on gtao Reconstruct Normals::Sample from depth if underlying texel doesn't use DepthNormal mode https://files.facepunch.com/sampavlovic/1b2711b1/DdYOdR9WrI.png DepthNormals mode fallback if shader doesn't have it Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match Apply offset when sampling Prepass Normals https://files.facepunch.com/sampavlovic/1b0411b1/dfC5VELlYw.png Use Depth MODE instead of DepthNormals for DepthNormals Enable shadow fast pass properly, make it use depth_only shader update shaders with depthnormal
28 Days Ago
Remove development log from nanovdb.grid.cs, loads fine
28 Days Ago
Enable shadow fast pass properly, make it use depth_only shader
28 Days Ago
Bloom2 https://files.facepunch.com/sampavlovic/1b2711b1/FGDhgt0i6B.png https://files.facepunch.com/sampavlovic/1b2711b1/zuIstGTQuO.png https://files.facepunch.com/sampavlovic/1b2711b1/sg0ZpXbsVz.png
28 Days Ago
Revert "Add DepthNormal() mode to lit shaders, this seem the most straightforward way to do this, shaders with just Depth() usually have a shared shader with no-color no-material output, legacy shaders rebuild normals from depth, not rendered in depthnormals mode" This reverts commit 1de87df502b99a787b40381cc6b52988f9dae6bc. Use Depth MODE instead of DepthNormals for DepthNormals
29 Days Ago
Remove deprecated gaussian bloom blur material
31 Days Ago
Add Tonemap and VOlumetricFogManifest in RenderingPipeline [pick] Move tonemap to commandlist so that it's rendered over postprocesses that uses commandlist
32 Days Ago
Remove native postprocessing from renderpipeline Remove stage2 rts from camerarenderer, pointless now, remove parts of postprocess pipeline from it Remove RenderingPipelinePostprocess Start removing PostProcessingSystem Get rid of native PostProcessSystem entirely, current components need reimplementation now Remove all mentions of stage1/stage2, copy HDR intermediary texture back to SDR if formats are different Remove legacy tonemap, default those that used it to HableFilmic Remove Valve's post_process and gaussian blur shader Remove msaa_resolve tonemap_resolve too, not used Removed unused stuff from pipeline Resolve to SDR in correct color space
32 Days Ago
Resolve to SDR in correct color space
33 Days Ago
Bloom2 https://files.facepunch.com/sampavlovic/1b2711b1/FGDhgt0i6B.png https://files.facepunch.com/sampavlovic/1b2711b1/zuIstGTQuO.png https://files.facepunch.com/sampavlovic/1b2711b1/sg0ZpXbsVz.png
33 Days Ago
Obsolete advanced stuff, add tint, update command list only when stuff change
33 Days Ago
CommandList has parameter to grab texture with mips
33 Days Ago
Iterate Bloom2, use command lists, implement all 3 composite modes correctly (they're all wrong on our current postprocess)
35 Days Ago
Wip Bloom2 https://files.facepunch.com/sampavlovic/1b2611b1/qZdKJjLQSC.png
35 Days Ago
Remove msaa_resolve tonemap_resolve too, not used Removed unused stuff from pipeline
35 Days Ago
Remove legacy tonemap, default those that used it to HableFilmic Remove Valve's post_process and gaussian blur shader
35 Days Ago
Remove all mentions of stage1/stage2, copy HDR intermediary texture back to SDR if formats are different
35 Days Ago
Remove stage2 rts from camerarenderer, pointless now, remove parts of postprocess pipeline from it Remove RenderingPipelinePostprocess Start removing PostProcessingSystem Get rid of native PostProcessSystem entirely, current components need reimplementation now
35 Days Ago
Remove native postprocessing from renderpipeline
36 Days Ago
Iterate volumetrics https://files.facepunch.com/sampavlovic/1b2511b1/ub4cgGGcRS.png
37 Days Ago
Pass number of dynamic lights in tile rather than all light counts, fixes Light::From() giving wrong results ( #7712 )
39 Days Ago
Fix m_bCaptureWithRenderDoc never being initialized and causing it to be captured infinitely (#1830)
39 Days Ago
[Pick] use CUtlMemory for transform buffer instead of a fixed transform size that crashes, allows for it to be smaller and alloc as much as it needs, needs testing Bind instance ID buffer too, remove all this bullshit, keep initial transforms at 1 million like it was for now Pass index instead of pointer for bone setup, need to guarantee it's stable if we're resizing Ensure GPU buffer capacity management in next frame, transform buffer handle is bound very early in frame to be able to be resized by then
39 Days Ago
Make baked light complexity only count indexed lights Update shaders
40 Days Ago
Fix light probe volumes being sampled in wrong color space, mainly made it's light index be wrong
40 Days Ago
Fix toolsvis fucking alpha of existing translucent materials
42 Days Ago
Fix drop shadow tint not being consistent with CSS Box https://files.facepunch.com/sampavlovic/1b1811b1/0Mw5OMuyj4.png
42 Days Ago
Fix flickering shit on foliage by using conservative alphatest https://files.facepunch.com/sampavlovic/1b1811b1/JjzPJ3w0dN.png
42 Days Ago
Fix SSAO parameters
42 Days Ago
Fix stationary lights being treated as dynamic lights (#7667)
42 Days Ago
Add albedo absorption parameter to glass https://files.facepunch.com/sampavlovic/1b1811b1/GpgOqFCTvs.png