Merge material system surfaces#1662
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LGTM |
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Disabling |
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I suspect there might be some clean-up missing if the map is not fully reloaded. |
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I do get missing surfaces even when it is the first map loaded. |
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That's weird... |
That is correct.
Oh, thx, I'm able to reproduce this one. |
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Also added a commit which fixes |
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Also updated the image in azure pipelines since the one we had is no longer supported. |
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I pushed |
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Impoves VS lane usage. The triangles are assigned to a grid with cell size dependent on map bounds. This allows fast merging without running out of memory.
Use a larger grid size for surfaces outside of the normal 64k range (background, skybrushes), to keep useable sizes for normal surfaces for culling.
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LGTM |




Merges BSP surfaces for material system, with some limits on the total amount of tris in a surface (no splitting though) and the bounding sphere radius increase for merged surfaces.
This improves VS lane usage with material system. With






r_profilerRenderSubGroups onand default parameters for subgroup profiler:condemned-pve:master:This pr:
station12-b7:master:This pr:
prometheus:master:This pr:
Green = better usage of shader cores.
Also cleaned up some stuff that I decided not to use because this works well enough.