Commit Graph

1525 Commits

Author SHA1 Message Date
Stuart Carnie 5b5dc00c52
2D: Remove redundant assignment 2024-09-17 06:32:49 +10:00
Rémi Verschelde 8c6210a3eb
Merge pull request #92290 from clayjohn/LOD-fixes
Use distance to AABB surface to calculate Mesh LOD instead of using supports
2024-09-16 13:34:04 +02:00
Stuart Carnie c113e5b143
2D: Fix use-after-free in batch rendering
Closes #96960
Fixes regression of #95574 using fix from #95666
2024-09-14 07:50:39 +10:00
clayjohn 7ff106f828 Use distance to AABB surface to calculate Mesh LOD instead of using supports 2024-09-11 14:17:09 -07:00
Stuart Carnie a657ea42f1
2D: Add batching to RendererCanvasRenderRD 2024-09-12 05:26:06 +10:00
Rémi Verschelde bc4c60c933
Merge pull request #94893 from rune-scape/no-const-cast-mesh-storage
Avoid `const_cast` in `mesh_storage.h`
2024-09-10 09:51:22 +02:00
Yuri Rubinsky af92fdb0ac Add basic support to evaluate operator value in shader language 2024-09-09 15:12:11 +03:00
Rémi Verschelde aa07333abe
Merge pull request #96114 from BlueCube3310/sh-lightmap-packing
LightmapGI: Pack L1 SH coefficients for directional lightmaps
2024-09-06 22:38:29 +02:00
BlueCube3310 a89f4fa5a9 LightmapGI: Pack L1 SH coefficients for directional lightmaps 2024-09-05 22:46:58 +02:00
Rémi Verschelde 82d7531a2e
Merge pull request #95990 from Breush/76166-sky-auto-radiance
Sky: Adapt radiance size if `AUTOMATIC_MODE` resolves to `REALTIME`
2024-09-04 17:12:02 +02:00
Alexis Breust 44e526d3d5 Sky: No more auto-selecting REALTIME mode if radiance is not 256 2024-09-04 10:54:08 +02:00
Rémi Verschelde 49ed6c558c
Merge pull request #86809 from clayjohn/TAA-disocclusion
Tune TAA disocclusion scale to avoid rejecting all samples during motion.
2024-09-03 16:13:26 +02:00
Rémi Verschelde d1c27f239d
Merge pull request #96486 from ComycSans/black_sky
Fix `SkyRD::Sky::free()` freeing shared material
2024-09-03 11:44:05 +02:00
Rémi Verschelde 63a8548693
Merge pull request #96426 from clayjohn/RD-reflection-probe-roughness
Use non-linear mapping for ReflectionProbe mip levels to match sky
2024-09-03 11:43:52 +02:00
Rémi Verschelde a2b64ed544
Merge pull request #95961 from RadiantUwU/fix-mesh-recursion
Fix shadow mesh recursion.
2024-09-03 11:43:16 +02:00
Rémi Verschelde 667778cf4d
Merge pull request #93448 from clayjohn/transmittance-fixes
Various fixes for transmittance effect
2024-09-03 11:42:57 +02:00
ComycSans 09e59fbec5 Fix SkyRD::Sky::free() freeing material 2024-09-02 18:59:31 +02:00
Rémi Verschelde f546bf6aea
Merge pull request #96431 from viksl/fix-alpha-reflections-cull-order
Fix alpha material's reverse cull order.
2024-09-02 12:13:57 +02:00
Rémi Verschelde f50ead48b0
Merge pull request #96128 from BlueCube3310/vram-profiler-texture-mem
Fix incorrect parameters for layered textures in VRAM texture memory profiler
2024-09-02 12:13:11 +02:00
viksl 929c69bad8 Fixes alpha materials being rendered with a reverse cull which is visible in reflections from reflection probes. 2024-09-01 12:10:04 +02:00
BlueCube3310 e74bc3079a Fix incorrect parameters for layered textures in Video RAM texture memory profiler 2024-09-01 11:49:30 +02:00
clayjohn 64f5443b14 Use non-linear mapping for ReflectionProbe mip levels to match sky 2024-09-01 01:40:42 -07:00
Radiant 70860aafd8 Fix shadow mesh recursion. 2024-08-31 22:31:43 +03:00
rune-scape f04a9bb630 Avoid const_cast in mesh_storage.h 2024-08-28 14:46:03 -07:00
Alula 346cbc7f1f
Add support for compiling with VS clang-cl toolset 2024-08-28 13:30:44 -05:00
Chaosus f538376c3b Add `CLIP_SPACE_FAR` built-in to spatial shader 2024-08-27 08:48:46 +03:00
Rémi Verschelde 68d188d521
Merge pull request #95888 from clayjohn/Lightmap-SH-coefficients
Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
2024-08-25 20:18:18 +02:00
Rémi Verschelde 568589c9d8
Merge pull request #90993 from darksylinc/matias-TheForge
Add debug utilities for Vulkan
2024-08-22 00:38:22 +02:00
Rémi Verschelde 0badddaccb
Merge pull request #95917 from BlueCube3310/lightmap-align-fix
LightmapGI: Fix shader data alignment after #89919
2024-08-22 00:10:53 +02:00
Rémi Verschelde 39b77ea04e
Merge pull request #95790 from aaronfranke/rect-aabb-support
Simplify Rect2/AABB `get_support` function
2024-08-22 00:10:39 +02:00
Matias N. Goldberg 364f916f3f
Add debug utilities for Vulkan
Features:
- Debug-only tracking of objects by type. See
get_driver_allocs_by_object_type et al.
 - Debug-only Breadcrumb info for debugging GPU crashes and device lost
 - Performance report per frame from get_perf_report
- Some VMA calls had to be modified in order to insert the necessary
memory callbacks

Functionality marked as "debug-only" is only available in debug or dev
builds.

Misc fixes:
 - Early break optimization in RenderingDevice::uniform_set_create

============================

The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.
2024-08-21 23:48:08 +02:00
BlueCube3310 4aa145624e LightmapGI: Fix shader data alignment after #89919 2024-08-21 21:37:13 +02:00
clayjohn f4ccba7508 Use correct lightmap coefficients to ensure that the directional lightmap mode looks correct
Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases
2024-08-21 10:24:32 -07:00
Stuart Carnie 2d0165574d
Add Metal support for macOS (arm64) and iOS 2024-08-20 12:11:06 +02:00
Rémi Verschelde 6a9ecdcf0c
Merge pull request #91818 from rburing/fti_multimesh
Physics interpolation: `MultiMesh`
2024-08-20 10:01:46 +02:00
Rémi Verschelde 8acd82f70e
Merge pull request #89919 from BlueCube3310/bicubic-lightmap
Implement bicubic sampling for lightmaps
2024-08-20 10:01:41 +02:00
Rémi Verschelde 333f0f910f
Merge pull request #86000 from jsjtxietian/add-missing-model_normal_matrix
Add `model_normal_matrix` for fragment shader
2024-08-20 10:01:36 +02:00
Aaron Franke 7db24a9ad5
Simplify and fix Rect2/AABB get_support function 2024-08-19 23:55:31 -07:00
jsjtxietian e698351db2 Add model_normal_matrix for fragment shader 2024-08-20 12:39:29 +08:00
Rémi Verschelde 6bf64027b7
Merge pull request #94785 from Chaosus/shader_fix_samplers_order
Fix texture samplers to not being last in the property list
2024-08-19 16:05:21 +02:00
Rémi Verschelde 8b39d7f326
Merge pull request #95666 from kleonc/parallax2d_repeat_offsets_relative_to_source
Fix `Parallax2D` repeats being not relative to its transform
2024-08-19 14:34:21 +02:00
Rémi Verschelde 10b91ee950
Merge pull request #95705 from zeux/fsr-skin-relax
Relax motion vector updates to allow skipped frames for skeletons
2024-08-19 12:09:34 +02:00
Rémi Verschelde 9cc53a134e
Merge pull request #95682 from zeux/fsr2-fix-free
Fix double free in FSR2 destructor
2024-08-19 12:09:20 +02:00
Rémi Verschelde c6400a8fe4
Merge pull request #95662 from clayjohn/GLES3-sky-fog
Add fixed fog to the sky in the Compatibility renderer
2024-08-19 12:09:10 +02:00
Rémi Verschelde 824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
kleonc 1bd8372813 Fix Parallax2D repeats being not relative to its transform 2024-08-19 11:43:16 +02:00
BlueCube3310 ef9bb1a207 Implement support for bicubic lightmap filtering
Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
Ricardo Buring 1728f80e7c Fixed Timestep Interpolation: MultiMesh
Adds fixed timestep interpolation to multimeshes.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-08-18 17:14:59 +02:00
clayjohn 578049b7b9 Add fixed fog to the sky in the Compatibility renderer
And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
Arseny Kapoulkine 92f2bc70dd Relax motion vector updates to allow skipped frames for skeletons
Before this change, a skeleton that was not updated every frame would
result in a difference of 2+ between last_change and frame index every
frame, which would disable the buffer rotation and set motion vectors to
zero. This results in significant visual artifacts for FSR2 that are
especially prominent on the characters that move together with the view
such as the main character in third person mode.

This is a significant problem for high refresh rate displays: at 120 Hz,
we are effectively guaranteed to skip skeleton updates every other frame
with skeleton update happening during physics processing, and the lack
of physics interpolation for skeletons. This happens by default in TPS
demo when FSR2 is enabled.

In other places where motion vectors are disabled, such as multi-mesh
and mesh rendering (where previous transform is updated), the logic
effectively allows for a single-frame gap in updates, because it
compares the frame where the update happened (which is the current frame
if updates are consistent) with the current frame, so the latency of 0
means "update just happened", but both multi-mesh and mesh transform
updates permit a latency of 1 as well.

Here, however, last_change is updated *after* the frame processing has
concluded, so a zero-latency update has a distance of 1. Allowing a
distance of 2 (latency 1) reduces the severity of the problem and aligns
the logic with transform updates.

Note that the problem will still happen when refresh rate is noticeably
higher than physics rate times 2. For example, it still happens at 240
Hz. However, a longer latency allowance is inconsistent with other
transforms and could lead to issues, so ideally long term physical
interpolation of skeleton transforms would completely solve this.
2024-08-17 11:10:41 -07:00