Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Avoid typed load on volumetric fog filtering on platforms that don't support it #6513

Merged
merged 186 commits into from
Dec 16, 2021

Conversation

FrancescoC-unity
Copy link
Contributor

Fix for https://fogbugz.unity3d.com/f/cases/1386535/

When typed load are not supported (see image below) , we need an extra buffer allocated at least temporarily to have different output texture than the input.

image

This should be a problem only on very old GPUs so important for QA: Please make sure to check on a GPU from the one that have NO in the row for typed loads in the image above.

What did I test: I forced both modes in code and looked at the test for volumetric fog filtering (5008) and that it looked good in both paths.

pmavridis and others added 30 commits May 26, 2021 19:23
* Fix AxF debug output in certain configurations.

* Update comment
* Fix white flash

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Show info box when ray tracing is enabled.

* Changelog

* Move below MSAA

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…phics Compositor enabled (#4593)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Reconstruct jittered projection matrix far plane (for Infinite )

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…DRP's lifecycle. (#4688)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix overdraw in custom pass utils blur function

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix

* changelog

* Force sync compilation for TAA

Co-authored-by: CifaCia <f.cifariellociardi@gmail.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…side is updated. (case 1335737, related to 1314040) (#4691)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ing only the RTSSS Data (case 1332904). (#4626)

* Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904).

* Add test scene

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…e refraction and probe refraction (#4653)

* Delete the second transmittance mul

* Changelog

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
#4636)

* Initialize the shading normal to a non-zero value for anisotropy

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix VfX lit particle aov output color space

* Update comment

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed issue with transparent unlit.

* Updated changelog.

* Reverted accidental change to default mtl.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…cal volumetric fog volume (#4728)

* Fixed nullref when deleting the 3D mask of a density volume (case 1339330)

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
@FrancescoC-unity FrancescoC-unity self-assigned this Dec 7, 2021
@github-actions
Copy link

github-actions bot commented Dec 7, 2021

Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed.
Link to Yamato: https://unity-ci.cds.internal.unity3d.com/project/902/
Search for your PR branch using the search bar at the top, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

HDRP
/jobDefinition/.yamato%2Fall-hdrp.yml%23PR_HDRP_trunk
With changes to HDRP packages, you should also run
/jobDefinition/.yamato%2Fall-lightmapping.yml%23PR_Lightmapping_trunk

Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure.

@github-actions
Copy link

github-actions bot commented Dec 7, 2021

It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page).
See the PR template for more information.
Thank you!

@@ -1031,6 +1034,7 @@ TextureHandle VolumetricLightingPass(RenderGraph renderGraph, HDCamera hdCamera,
passData.viewCount = hdCamera.viewCount;
passData.filterVolume = ((int)fog.denoisingMode.value & (int)FogDenoisingMode.Gaussian) != 0;
passData.sliceCount = (int)(cvp.z);
passData.filteringNeedsExtraBuffer = true;// !(SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.LoadStore));
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

?

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

That's me commiting debug code by accident :P

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Will fix up Monday first thing (a matter of bringing back the commented part)

@RemyUnity RemyUnity requested review from RemyUnity and removed request for a team December 10, 2021 17:26
@RemyUnity
Copy link
Contributor

I tried as much as I could to test this PR.
On the two potential candidate machines I had at disposal, one (pc, gtx770) didn't log any warning/error before the PR anyway, neither after, but it didn't affect the rendering.
And the second one (mac, gtx 750m) simply didn't want to open unity editor without any information :/

If Seb thinks it's safe to merge, I trust him.

@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master December 16, 2021 12:24
@sebastienlagarde sebastienlagarde merged commit fb4e2a6 into master Dec 16, 2021
@sebastienlagarde sebastienlagarde deleted the HDRP/rw-on-rgba16f branch December 16, 2021 13:54
@JMargevics
Copy link
Contributor

In addition I checked Spaceship with forced Intel UHD 630 on Mbpro 2018. No regressions, demo still ran for me.

sebastienlagarde added a commit that referenced this pull request Jan 13, 2022
* Fix FBX Material

* [HDRP] Fix rendering when adding an incompatible platform to the project #6495

* Updated Physically Based Sky documentation with more warnings about warmup cost. #6498

* Fixed shaders craeted with the custom pass renderers template not being compatible with SRP batcher (case 1383694) (#6501)

* Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows (case 1381652). #6511

* Avoid typed load on volumetric fog filtering on platforms that don't support it #6513

* Fixed the property name of screen weight distance (#6586)

* Documentation and images for custom mip for texture samplers (#6592)

* Documentation and images for custom mip for texture samplers

* Code review suggested changes.

* Fixed potential asymmetrical resource release in the volumetric clouds (case 1388218). #6600

* Fixed the intensity of the sky being reduced signficantly even if there is no clouds (case 1388279). #6601

* Fixed the rt screen space shadows not using the correct asset for allocating the history buffers. #6613

* Urp/fix 1378692 #6627

* Fixed a crash with render graph viewer #6629

* [HDRP] Fix tile/cluster debug for Decal and Fog #6635

* Minor rewording of PT doc. (#6637)

* Changed the behavior the max ray length for recursive rendering to match RTR and rasterization. #6643

* Fix (#6649)

* [HDRP] Fix issue with dynamic RendererList culling option getting ignored #6659

* Review new warmup cost section (#6683)

A few fixes applied to the changes in #6498 and #6323.

* Path fixes (#6692)

Updated incorrect menu paths.

* fixed typo "pratices" -> "practices" in ToC (#6699)

* fixed link to decal.md (#6700)

* Volume docs bugfixes (#6714)

* Volume docs bugfixes

Updates screenshots, menu paths and fixed some typos and inaccuracies.

* Apply formatting changes

Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>

* NeedMotionVectorForTransparent was checking for wrong flag #6719

* [HDRP][Tooltips] Fixed some tooltips for Local Volumetric Fog #6722

* [Fogbugz # 380357] Fixing negative overflowing of IES attenuation spline #6669

Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com>
Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com>
Co-authored-by: esdasuka <soner.sen@gmail.com>
Co-authored-by: simonb-unity <94441789+simonb-unity@users.noreply.github.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com>
Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
Co-authored-by: Jans Margevics <50581102+JMargevics@users.noreply.github.com>
sebastienlagarde added a commit that referenced this pull request Jan 13, 2022
* Fixed the fade in mode of the clouds not impacting the volumetric clouds shadows (case 1381652). #6511

* Update .gitignore

* Avoid typed load on volumetric fog filtering on platforms that don't support it #6513

* Fixed potential asymmetrical resource release in the volumetric clouds (case 1388218). #6600

* Fixed the intensity of the sky being reduced signficantly even if there is no clouds (case 1388279). #6601

* Fixed the rt screen space shadows not using the correct asset for allocating the history buffers. #6613

* Changed the behavior the max ray length for recursive rendering to match RTR and rasterization. #6643

* Fix fbx material #6491

* Urp/fix 1378692 #6627

* [Fogbugz # 380357] Fixing negative overflowing of IES attenuation spline #6669

* Update 1225_Lit_SpeedTree8SG.png

* update ref screenshots

* Update 004-CloudsFlaresDecals.png

Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: esdasuka <soner.sen@gmail.com>
Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.