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f3583f9 2025-12-09 Initial commit.
20ad0f6 2025-12-09 Crash handling and logging.
f8db478 2025-12-10 Initial SDL windowing and vulkan setup code. SDL, vk-bootstrap, vma, volk, glm dependencies added.
3d39098 2025-12-11 enkits scheduler and pinned render thread.
f368413 2025-12-12 Imgui dependency added. Render thread development.
a5bbf12 2025-12-12 Fix swapchain issues during rapid minimize/restore.
85bdf6d 2025-12-12 Render allocators implemented. Descriptor buffer set up for bindless rendering. Resource manager and engine-render synchronizations et up. Offset Allocator dependency added.
a136dd7 2025-12-13 Engine platform path search set up. Update crash handlers and logs to use filsystem::path.
8684f4e 2025-12-13 Basic compute shader drawing to render target implemented.
73f35fd 2025-12-13 Basic mesh shader implemented. Shader interoperability figured out.
b920b94 2025-12-14 Implemented hot-reloadable game module with DLL loading infrastructure.
0897e37 2025-12-14 Input manager.
70fac18 2025-12-14 Time manager.
cdc0932 2025-12-14 Prepare build configurations for non-editor builds (all release variants). Added support for compiling game lib statically in release builds that do not require hot-reloading.
e16fc55 2025-12-14 Minor touch-ups for release builds.
b990080 2025-12-14 Hotreloading additions. Free camera implementation.
fb0f53c 2025-12-14 Vulkan file reorganization.
5597ee0 2025-12-15 Model cooking dependencies added (ktx, fastgltf, miniz).
a46eec3 2025-12-15 New editor lib. Initial model generation files. New PACKAGED_BUILD cmake option for filepath.
d02f9fd 2025-12-15 Fix interop header guards.
b4bd9c8 2025-12-16 Miniz and stb editor dependency added. Willmodel generation implemented.
1c16fd4 2025-12-16 Fix compilation issue in release builds.
16f46d6 2025-12-17 Async willmodel generation.
cb6385d 2025-12-17 Minor willmodel generator improvements.
77f5301 2025-12-17 Optimize mip map generation to be executed in a single pass.
5dc2da8 2025-12-17 shader constants interop.
c568c1a 2025-12-18 Refactor operation ring buffers to use unbounded head/tail counters with bitwise masking.
583f1e6 2025-12-18 Asset loading thread WIP.
73f7631 2025-12-19 Will model unpacking asset load.
cde8d27 2025-12-19 Will model resource upload and final model loading WIP.
61f8843 2025-12-20 Will model texture resource upload.
cd09793 2025-12-20 Extract bytes per pixel based on image format rather than hard-coding 4.
f5aaa42 2025-12-20 Precompute and store preferred texture compression format for use during loading.
b1bfb4e 2025-12-20 Geometry upload for willmodels. Added proper divergence to vertex buffer upload for skinned vs nonskinned meshes
6e3ec8d 2025-12-20 Simplify geometry loading code. Render config changed.
7f8d47f 2025-12-20 Meshlet rendering WIP.
66489a4 2025-12-21 Mesh shading with packed triangle vertices.
852f054 2025-12-21 enTT dependency added. Migrated most camera controlling code to ECS. Game now constructs render views.
6c54142 2025-12-22 Move all components to game lib.
5b54fe4 2025-12-22 Update camera update convention.
2cc293e 2025-12-22 Asset Manager initial files.
ef1f07b 2025-12-22 Refined asset manager load model loop.
74b6137 2025-12-22 Model unload now passed through asset load to free offsset allocator allocations.
a67f228 2025-12-22 Model generation and update with ECS.
9be5feb 2025-12-22 Remove old operation buffer technique of updating render buffers.
2d7856f 2025-12-23 Fix incorrect meshlet triangle offsets for packed triangle indices.
bd925b0 2025-12-23 Maintenenace9 optional support.
9300cde 2025-12-23 Remove node remap, instead embedding node remap into the animation channels. Added support to draw multiple primitive insteances.
93212f2 2025-12-23 Renamed model generator to asset generator. Ktx2 texture export implemented.
afbb2c4 2025-12-23 Refactored model load into an extendable job system.
bf852ca 2025-12-24 Texture loading.
681416c 2025-12-24 Improved default texture loading sequence.
1492269 2025-12-24 Default sampler.
235de34 2025-12-24 Thread naming for easier debugging.
0816406 2025-12-24 Custom vulkan error message log output.
8bc58fe 2025-12-24 Debug vulkan resource names.
0058a02 2025-12-24 Basic tests with Catch2 for data structures.
02f97f1 2025-12-25 Additional tests for some renderer structs. Pure data tests for pipeline builder and render extents. Also tests for frustum and fixed an incorrect frustum calculation for the near plane.
9bfd462 2025-12-25 Joly physics integration into engine.
a4d051d 2025-12-25 Basic physics implementation.
5c6e309 2025-12-25 Dedveloped the physics update in physics system, rearranged much of the component code.
16cc41f 2025-12-26 Made a new gather renderables system. Fixed physics crash when closing the application. Added interpolation between physics steps for rendering to smooth out rendering physics due to fixed time step.
08eb03b 2025-12-26 Some scene setup and modifications to the physics listeners.
51e7e86 2025-12-26 Physics boxes bouncing in an arena demo.
6f98052 2025-12-26 Reduce memory footprint of engine by lazy loading asset load resources.
f032b12 2025-12-27 Render graph WIP.
d45135f 2025-12-27 Render graph compute shading.
564d26c 2025-12-27 Render graph barriers.
26392f6 2025-12-28 Rename transfer to blit operation in preparation of adding more render graph operations.
ef62d5f 2025-12-28 RDG imported textures lifetime management and reuse.
5df7169 2025-12-28 Render basic mesh shader triangles.
53ac6a4 2025-12-28 RDG basic mesh draw pass. Added shorthand for blit operation to simplify execution.
9025c2a 2025-12-28 Assign transient image descriptor index with free list instead of using index in physical textures array.
5468f11 2025-12-28 RDG accumulate texture usage instead of defining it ahead of time.
4ba24a3 2025-12-28 RDG revert blit specialized pass. Removed old render target struct. Add some untested lifetime texture aliasing.
2dede42 2025-12-28 Debug view of depth buffer.
4eb3a9d 2025-12-28 GPU instancing WIP.
a298d29 2025-12-29 Instancing shader interop improvements. RDG imported buffers improvements.
3cfe956 2025-12-29 RDG buffer barriers added for transfer writes. Added transient buffers and buffer aliasing. Moved image layout to logical images. Separated indirect count and data buffers.
9327b9e 2025-12-29 RDG moved swapchain final prep to render graph. Log now archives logs if application terminates gracefully. RDG added dedicated transfer write.
03e0f1e 2025-12-29 Add option to disable barriers for some imported buffers.
a852a0e 2025-12-30 Add imgui render pass.
5633930 2025-12-30 Reworked how per-frame data is transmitted to the GPU. Removed all GPU buffer access from game thread. Added material manager for material reuse. Fixed flickering caused by incorrect MT synchronizations.
ea60447 2025-12-30 Fix barrier issues with debug readback. Added scaling to frustum checks in visibility pass.
6c39702 2025-12-30 Spawn dragon model and copy nodes from raw model.
05b7dc4 2025-12-30 Instancing WIP, indirect command construction.
70b8a9a 2025-12-30 Instanced task/mesh shader rendering.
b9e2499 2025-12-31 Ability to freeze visibility updates. Render to render targets. Developed debug visualization.
ef859f5 2025-12-31 Deferred rendering WIP.
dd4ea01 2025-12-31 Fix issue with position reconstruction in deferred resolve.
76507bc 2025-12-31 Velocity data generation.
456acd8 2025-12-31 Velocity data generation fixed.
eb9dd6d 2026-01-01 RDG TAA carry over frames logic.
bf608f4 2026-01-01 TAA testing.
dae85dd 2026-01-01 Fixed TAA ghosting and warping from velocity.
1badbc0 2026-01-01 Fix failing tests.
fd76450 2026-01-01 Tracy profiler dependency added. Basic profiles for engine initialization and the 3 main engine threads.
8a3daa7 2026-01-01 Add profiling traces to many asset related engine functions.
b972c18 2026-01-02 cgltf dependency added. Initial set up for new model generator.
de1efa5 2026-01-02 cgltf glb file generation experimentation.
6fff801 2026-01-02 Removed cgltf dependency. Added tinygltf dependency.
4c83a65 2026-01-03 New glb model loading flow.
26bf508 2026-01-03 Load vertex properties with tinygltf. Fix crash when shutting down application during model load.
05daf63 2026-01-03 Remove tinygltf. Revert all changes back to willmodel.
3682eb1 2026-01-03 Remove uastc/transcode steps to significantly improve load times.
648fa52 2026-01-03 Compress to bc7 with bc7enc_rdo.
303d188 2026-01-04 Remove all trace of UASTC compression/transcoding from texture loading.
79315da 2026-01-04 Add support for 4k textures, both as standalone and as part of a model.
54af18d 2026-01-04 Replaced offset allocators with linear allocators in staging buffer model and texture upload.
433cb74 2026-01-04 Add a new ReadIndirectCountBuffer to the RDG to specify using the indirect count buffer to be used for draw indirect, but not for shader read.
1a659e3 2026-01-04 Improved RDG debugging, added new copy operations.
183cd6f 2026-01-04 Slight improvements to RDG buffer debugs.
4e8aa01 2026-01-04 Allow imgui state to be created in game dll. Reintroduced imgui to be accessible in non-editor builds (still disabled by default).
6ec7866 2026-01-04 Removed FIF names for swapchain image.
9362120 2026-01-05 Some TAA improvements from https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/
bf9545c 2026-01-05 Reorder main render pass to prepare for cascaded shadow map.
823a129 2026-01-06 CSM WIP.
d547b9b 2026-01-07 CSM instancing visibility pass.
f7e6b26 2026-01-07 CSM draw pass.
3d4d4d1 2026-01-07 Some CSM debugs. Fix near/far plane not set from game.
c2e160d 2026-01-08 Fix incorrect shadow draw push constant. Compacted image indices for deferred (Gbuffer and shadow map index).
d018d24 2026-01-08 More shadow debugs.
dd00e3b 2026-01-09 Fix shadow cascades incorrectly aliasing. Initial implementation of CSM.
6716896 2026-01-09 Improve RDG aliasing by accumulating usages and defer resource creation. Delete transient physical resources that have not been used for 1024 frames.
56d6694 2026-01-09 Added depth bias. Fixed synchronization issues from bad stage masks. Reworked RDG to make AddPass specify stage mask for all barriers in the pass.
c317719 2026-01-10 Modified some indirect buffer barriers to be more hardcoded.
ff19447 2026-01-10 Allow game to dynamically modify shadows quality (enabled/quality).
ffdabbd 2026-01-10 Added new compare samplers to the RDG bindless descriptor buffer. Implement hardware bilinear sampling for shadow maps. Removed unused pipelines.
097551a 2026-01-10 Add better input management/state so that inputs are not applied in-game if they are being focused by imgui.
9d52381 2026-01-10 Cascaded shadow map PCF development WIP.
d9b241a 2026-01-11 Minor CSM ultra quality bias, sample, and light size tweaks
a969642 2026-01-11 Add normal shadow world position offset to help with peter-panning. Further minor adjustments to shadows.
a7b08d8 2026-01-11 Add normal shadow world position offset to help with peter-panning. Further minor adjustments to shadows.
7f66a6a 2026-01-11 Merge remote-tracking branch 'origin/main'
d235f96 2026-01-12 Final attempts at pcss.
29fc454 2026-01-12 Standardize pipeline layout for entire engine to reduce number of times descriptor buffers are bound. Initial code for post process.
3643997 2026-01-12 Add light data buffer. Implement and adjust tonemapping.
0a0d138 2026-01-12 Add shadow intensity parameter.
667d4bd 2026-01-12 Render thread code maintenance. Remove framebuffer as a parameter to setup functions.
b07123b 2026-01-13 RDG add ability to carryover buffers. Add more assertions to catch issues with RDG. Fix indirect draw freeze to work with new aliasing rules.
bfa68a7 2026-01-13 Add support for mip image views in the RDG for exposure downsampling.
1e437e4 2026-01-13 RDG add some read-write image functions for exposure/mip chains.
82efd73 2026-01-13 Build histogram compute pass. Buffer read-write barrier. RDG read-write buffer
e419dd7 2026-01-13 Fix buffer carryover not clearing when swapchain is remade.
0f7d6a9 2026-01-14 Exposure implemented.
daa9f0a 2026-01-14 Motion blur gather passes.
a9da422 2026-01-14 Motion blur reconstruction pass WIP.
be591e4 2026-01-15 Change velocity buffer format. Do an additional matrix multiplication in mesh shader to generate velocity data to fix incorrect velocity data.
a92f4e6 2026-01-15 Fix velocity buffer, remove extra unnecessary matrix multiplication.
966237e 2026-01-15 Increase tile size to 20. Add some debug boxes to help visualize motion blur. Finalize motion blur.
39fa3ac 2026-01-15 Depth blend motion blur.
f90a4d3 2026-01-16 Depth blend motion blur 2.
cc414a3 2026-01-16 Velocity reproject motion blur compensation.
5409af5 2026-01-16 Move basic sampler indices into a compile time constant. Fix issue with textures aliasing when they shouldn't be. Initial commit for bloom.
e5c29c4 2026-01-16 Bloom implemented.
a4cd2f6 2026-01-16 Update bloom to use a single image w/ mipmaps instead of multiple unique images.
8e62ab1 2026-01-16 Chromatic aberration, vignette, and grain.
e35c0ee 2026-01-16 Sharpening pass.
0d7dff9 2026-01-16 Color grading.
1b9b28f 2026-01-17 Rename shaders to standardize naming convention. Some GTAO shader code WIP.
60588f6 2026-01-17 GTAO depth prepass implemented.
5fc8b63 2026-01-17 GTAO main pass, issues with KHR_compute_shader_derivatives.
6d05554 2026-01-18 GTAO denoise pass.
aae9cdf 2026-01-18 Parameterize gtao and include in deferred resolve calculations.
29e3db1 2026-01-18 Additional debug logging to monitor resource aliasing. Fix crashes if debug viewing a resource that is not created.
7856aa3 2026-01-19 Final GTAO bug fixed. Many changes to the debug systems to help facilitate further debugging.
f516e32 2026-01-19 Temporal antialiasing adjustments. Variance clipping instead of neighborhood clamping. Use velocity magnitude dilation. Add velocity disocclusion check.
98544c4 2026-01-19 Initial commit for async pipeline loading.
279fd54 2026-01-20 Rename a pipelines, shaders, and RDG resources to be more consistent. Make full use of the pipeline manager to load all compute shaders. Improve asset load times for textures.
329dbbb 2026-01-20 Some defensive programming in case some pipelines are not ready at time of draw. Set up RDG texture user defined aliasing.
07f347f 2026-01-20 Set up hot reloading for shaders.
067f1dd 2026-01-20 Prevent enigne from crashing if all pipelines fail to load
775c329 2026-01-21 Fix incorrect sample in gtao pass that caused validation errors related to compute shader derivatives.
ed315ee 2026-01-21 Unflip viewport.
1ad768a 2026-01-21 Added a dedicated shadow resolve pass to decouple deferred resolve from shadows.
921830d 2026-01-21 Toggle hotreload so I don't have to press manual hotreload every time.
60b0e98 2026-01-21 Setting up portal rendering WIP.
e2fc735 2026-01-21 Fix alignment issues with the scene data buffer.
686626c 2026-01-21 Optimize camera motion generation by compacting transformation into a single matrix. Fix some validation issues related to invalid image views being made.
d738f3f 2026-01-22 Finishing touches on motion blur.
fbbf9ec 2026-01-22 Finishing touches on motion blur.
bacd1dc 2026-01-22 Replaced ptrs with indices for logical resources to minimize risk of vector realloc causing ptrs to invalidate.
de280a6 2026-01-22 Left behind.
80316e8 2026-01-23 Move FIF buffers into RDG by using a per-frame uploader.
1a484c0 2026-01-23 Auto-resize transient upload arena on demand to minimize wasted GPU memory.
5e44e9a 2026-01-23 Convert model uniform per-FIF buffers into RDG and update the space required to resize on demand.
3b89e89 2026-01-23 Compile shaders and build game bat files.
dbe7686 2026-01-23 Updated hotreloading. Remove useless pdb copy.
eedfaef 2026-01-23 Directory watcher for shaders and game dll.
fa1fdd2 2026-01-23 Implemented pipeline cache.
257af6c 2026-01-23 Add direct mesh shading pipeline for custom stencil draws without instancing/culling.
95f13ae 2026-01-24 Add read write depth attachment to RDG. Fix luminance buffer carryover synchronization issue w/ debug readback.
516a57b 2026-01-24 Fix incorrect buffer used for shadow pass that occasionally caused a crash. Add watermark for instance data buffers in geometry and shadow passes.
160d26a 2026-01-24 Set up graphics pipeline to be created asynchronously.
c85d74a 2026-01-24 Final fixes to TAA.
c6d8ac0 2026-01-24 Stencil addition to main render pass.
3460d7c 2026-01-24 Add new descriptor buffer texture arrays for the different image formats, theoretically improving performance and enables accessing stencil images as a storage image.
660ef4d 2026-01-25 Fix descriptor handles not getting released if a physical resource is destroyed. Remove all trace of scene data from postprocessing.
a53d37f 2026-01-25 Improve texture debug vis controls.
2b22691 2026-01-25 Update GTAO passes to use scene data index.
9ceb1a9 2026-01-25 Improve robustness of render target use in the primary draw path. Finally set up rendering from another point of view.
e33af79 2026-01-25 Portal rendering disable debug.
d723f4b 2026-01-25 Portal rendering functional.
74aba04 2026-01-25 Add a common vertex shader for fullscreen passes.
88570e6 2026-01-25 Fix issue with portals incorrectly using the wrong render targets due to using ref type. Some basic portal set up attempts.
666c062 2026-01-26 Update SDL3 and add SDL_Mixer dependency.
e3fc629 2026-01-26 Implement basic audio playback.
4baa7e3 2026-01-26 Audio asset load WIP.
960fc8b 2026-01-26 Audio async asset load WIP.
477f473 2026-01-26 Correctly notify the async asset load thread when the transient queue is pushed to.