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Several GI related optimizations and fixes #45376

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merged 2 commits into from
Jan 25, 2021

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reduz
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@reduz reduz commented Jan 22, 2021

-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll

-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed

-Added a half size GI option.

-Added a --profile-gpu command line option to make it easier to profile graphics from command line.

-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-16 bits shadow map support, and made the default

@reduz
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reduz commented Jan 24, 2021

Do not merge yet

-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll

-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed

-Added a half size GI option.
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reduz commented Jan 24, 2021

Ok now can merge if CI passes.

-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
@mrjustaguy
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mrjustaguy commented Jan 25, 2021

This PR Causes a Shadow Bug for me, on Nvidia Quadro K2000 Driver 452.06, W10 64 bit

Vulkan Shadow Bug

Shadow.zip

Accurate Behavior Prior to This PR:

Vulkan Shadow Before

Note: When Shadow Atlas Quadrant Subdivision in Project Settings is changed (0 or 1, possibly others too) from their default setting the Shadow Atlas fixes it self, even after the settings are set back to what they were.

@akien-mga akien-mga merged commit 71f0b4f into godotengine:master Jan 25, 2021
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Thanks!

@JFonS
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JFonS commented Jan 25, 2021

@mrjustaguy Looks like the shadow masks is not being taken into account, so the origin lines are casting a shadow.

@reduz
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reduz commented Jan 25, 2021

Indeed it looks like masking code or the cast shadow property is not being respected.. but I did not touch anything related to that in this PR so my guess is that it happened in an earlier one.

@Xartorx
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Xartorx commented Jan 25, 2021

@JFonS @reduz it's probably this bug, or somewhat related bug.

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mrjustaguy commented Jan 25, 2021

You're Right, however for some reason it only manifests in this PR for me (Haven't seen it on any others thus far).. I removed the sphere and it was still shadowing the Line (and no more Sphere Shadows as expected).. Refreshing the shadows however seems to Fix it

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7 participants