Commit Graph

552 Commits

Author SHA1 Message Date
mafiesto4 83bd1deafd Optimize shadow maps rendering by using new Graphics.Shadows.MinObjectPixelSize to skip sub-pixel objects 2026-02-23 16:53:17 +01:00
mafiesto4 55f73b6cf7 Optimize Animated Models bones updating with a batches memory pass and manual resource transitions batch
#3917 #3827
2026-02-09 23:03:25 +01:00
mafiesto4 27dd1bda25 Optimize GPUVertexLayout::Get to not use mutex on lookup read
#3917
2026-02-06 21:57:16 +01:00
mafiesto4 4afd9fd8df Optimize Animated Model bones buffer flushing with delayed draw action to reduce lock contention
#3917 #3827
2026-02-06 13:27:53 +01:00
mafiesto4 70b324cdec Optimize included header usage 2026-02-06 09:11:55 +01:00
mafiesto4 688d9c77cb Fix rendering postfx with color grading only in use and optimize color grading LUT to be skipped when unsued 2026-01-07 18:24:48 +01:00
mafiesto4 d71ea5a72b DIsable temporal jitter in debug views of Vertex Colors and Quad Overdraw 2026-01-07 17:57:03 +01:00
mafiesto4 32e725392b Optimize inactive probes update in DDGI with faster Jump Flood instead of Flood Fill 2026-01-06 00:01:17 +01:00
mafiesto4 0975ac2a25 Fix odd typo in DDGI inactive probes flood fill 2026-01-05 18:02:05 +01:00
mafiesto4 cf3bcc4549 Fix DDGI flickering on floors aligned to world axes
Apply a small bias to sample location and dither it a bit to smooth out.
2026-01-05 17:19:16 +01:00
mafiesto4 11ea889fa9 Refactor DDGI fallback radiance to use alpha for blending between fixed color and color at snapped location of the last cascade
This means artists don't need to adjust the value anymore as it can cover vista geometry with GI at last cascade borders.
2026-01-05 16:22:00 +01:00
mafiesto4 c5a28a5734 Refactor DDGI irradiance sampling when nearby probe is missing to use precomputed fallback probes
Also, insert fallback/dummy probes when there is no SDF nearby to have lighting in all cases.
This both improves sampling performance and fixes issues when sampling in areas far away from valid GI.
2026-01-05 12:04:02 +01:00
mafiesto4 6c79a17c7a Fix DDGI cascade placement when using large probes spacing
Revert fa38f0ac91 after b24d98df9e fixed the source of the problem
2026-01-03 20:57:17 +01:00
mafiesto4 b24d98df9e Fix DDGI cascades blending to be smoother 2026-01-03 00:48:36 +01:00
mafiesto4 400e2f1b0e Fix DDGI flickering on floors aligned to axis on value 0 (eg. floor) 2026-01-02 21:30:14 +01:00
mafiesto4 ce45fa3d54 Fix crash on Global Surface Atlas objects buffer building 2025-12-30 23:41:49 +01:00
mafiesto4 fa38f0ac91 Fix DDGI cascade offset towards bottom that was too intense making probes flicker 2025-12-20 23:44:56 +01:00
mafiesto4 0e76585709 Fix DDGI iradiance to use debanding by applying quantization error to reduce yellowish artifacts due to R11G11B10 format 2025-12-16 23:56:45 +01:00
mafiesto4 43665aa7eb Rename GPUContext::ClearState to ResetState for constentency 2025-12-10 13:00:59 +01:00
mafiesto4 5c81c71116 Move constant buffer init for instanced draws only, others do it in all paths 2025-12-09 09:51:53 +01:00
mafiesto4 56066a3212 Porting to a famous blue platform 2025-12-08 14:41:55 -08:00
mafiesto4 caa902ea9b Fix shader compilation without HLSL 2021 on Vulkan 2025-11-20 13:47:23 +01:00
mafiesto4 fb07071e24 Restore Global Surface Atlas and DDGI on Apple platforms
#3797
2025-11-20 13:47:18 +01:00
mafiesto4 05a8c841da Fix color grading lut to be refreshed when shader gets reloaded 2025-10-28 23:19:51 +01:00
mafiesto4 70c9dd6608 Fix eye adaptation in Manual mode 2025-10-28 21:36:28 +01:00
mafiesto4 8467315a1e Fix motion vector stability on Large World origin changes
#3745
2025-10-20 18:08:54 +02:00
mafiesto4 39803ce6b2 Add **render layer mask to decals**
#967 #3080
2025-10-07 18:23:03 +02:00
mafiesto4 d3c54e590a Fix quad overdraw debug drawing regression 2025-10-07 18:08:32 +02:00
mafiesto4 361fc3ecfb Add stencil buffer usage with object layer information
#3080 #967
2025-10-07 18:07:23 +02:00
mafiesto4 823ed247d2 Merge remote-tracking branch 'origin/master' into 1.11
# Conflicts:
#	Source/Engine/Level/Actors/Sky.cpp
2025-10-03 22:37:32 +02:00
mafiesto4 6ae370f8fc Fix camera cut flag in rendering to not trigger on origin change for smother visuals 2025-10-03 22:20:58 +02:00
mafiesto4 7e1ac5e167 Fix sky rendering in ortho and oblique projection
#3448
2025-10-02 18:48:14 +02:00
mafiesto4 41e851298d Add new PreIntegratedGF with 80% smaller but more accurate data
Update old generation code, use R16G16_UNorm format instead of R11G11B10, skip mips and reduce Y axis to 32 pixels.

#1492
2025-09-25 17:35:10 +02:00
mafiesto4 87e2c4c4d5 Merge remote-tracking branch 'origin/master' into 1.11
# Conflicts:
#	Content/Editor/DebugMaterials/DDGIDebugProbes.flax
#	Source/Editor/Windows/OutputLogWindow.cs
#	Source/Engine/Level/Actor.cpp
2025-09-24 18:18:27 +02:00
mafiesto4 1c581bceaf Fix sun shadows when direction is perfectly vertical
#3614
2025-09-20 23:52:04 +02:00
mafiesto4 47711ec5be Fix Volumetric Fog flicker on camera cuts
#3443
2025-09-19 23:10:03 +02:00
mafiesto4 5e52bf6469 Fix missing code from 80de56f469 2025-09-09 23:21:10 +02:00
mafiesto4 1f56c75821 Minor fixes 2025-09-09 15:26:03 +02:00
mafiesto4 44e70692a2 Fix render memory alignment issues to prevent crashes on Android 2025-09-06 23:36:54 +02:00
mafiesto4 cd22cd059d Various small fixes and improvements 2025-09-04 15:56:33 +02:00
mafiesto4 3e363c8275 Remove ConcurrentSystemLocker and use ReadWriteLock instead of better threading synchronization 2025-09-04 14:48:52 +02:00
mafiesto4 c0c9df49dc Optimize DDGI probes update to overlap both irradiance and distance data at once 2025-09-03 23:21:45 +02:00
mafiesto4 80de56f469 Optimize Global SDF dispatches with UAV write overlaps
2-3x faster rasterization
2025-09-03 23:12:55 +02:00
mafiesto4 f1c4fd464a Optimize GPU textures and buffers uploads with a batched memory barrier 2025-09-03 22:11:26 +02:00
mafiesto4 212b0de29b Add RenderListAlloc to simplify rendering memory allocations 2025-09-03 13:00:28 +02:00
mafiesto4 5a2555f845 Improve cdb09847ec and 499ef51875 to swap key bits during sorting
#2271
2025-09-02 22:30:50 +02:00
mafiesto4 c57e128ff1 Merge remote-tracking branch 'origin/master' into 1.11
# Conflicts:
#	Source/Engine/Level/Scene/SceneRendering.cpp
#	Source/Engine/Physics/Colliders/Collider.cpp
#	Source/Engine/Physics/Colliders/Collider.h
2025-09-02 22:23:45 +02:00
mafiesto4 eff5f84185 Improve shadow maps sharing in nested scene rendering 2025-09-02 22:14:07 +02:00
mafiesto4 826009c1b4 Merge remote-tracking branch 'origin/master' into 1.11
# Conflicts:
#	Content/Editor/DebugMaterials/DDGIDebugProbes.flax
#	Source/Engine/Scripting/Scripting.cpp
2025-08-25 23:48:08 +02:00
mafiesto4 cb92a2b8cb Optimize decals rendering with depth test
#3599
2025-08-14 13:04:57 +02:00