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Platform/gamecore #3292
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Platform/gamecore #3292
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This reverts commit 9738651.
It appears that you made a non-draft PR! |
// We need to disable the scalarization here on xbox due to bad code generated by FXC for the eye shader. | ||
// This shouldn't have an enormous impact since with Area lights we are already exploded in VGPR by this point. | ||
#if !defined(SHADER_API_XBOXONE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER)) | ||
#if !defined(SHADER_API_XBOXONE) && !defined(SHADER_API_GAMECORE) && (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER)) |
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isn't this working on Xbox? was guessing only gamecore is a problem right?
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This is an old problem with just the shadow data scalarization, FXC fails hard with the eye shader here.
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If it is a fix for xbox, then we should do a separate PR, it shouldn't be part of the GameCore PR. But yes, as we backport up to 2020.2 it is ok, eye shader wasn't present before
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we should add a comment for the shader data scalarezitation for eye sahder, so we don't forget it is because of this.
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It was there before and there is a comment up above :)
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// We need to disable the scalarization here on xbox due to bad code generated by FXC for the eye shader.
// This shouldn't have an enormous impact since with Area lights we are already exploded in VGPR by this point.
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Looks fine for SG.
# Conflicts: # com.unity.visualeffectgraph/Shaders/ParticleLinesSW/PassForward.template Todo restore minimal change in #3292 on PassForward.template See https://github.com/Unity-Technologies/Graphics/pull/3292/files#diff-d6bea52c2291e8be1d7e94b7c2016caf6701b7f5993722f9dd082efcbe56d5ccR16
* Squashed commit of the following: commit 1ee68db66657158ac331c590d41a16d06d125283 Merge: f96bff4b1432 d31d7ee Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 12 20:06:58 2021 +0100 Merge branch 'vfx/staging' into vfx/feature/2d-renderer-integration commit f96bff4b1432ae03b7a20b1151a10b3b43bd3db9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 12 17:53:34 2021 +0100 Fix ParticleLinesSW (TODO: Check & Isolate this fix) commit eb749b7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 12 17:30:47 2021 +0100 *Add graphicTest for 2D Renderer commit b6998e8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 12 17:25:32 2021 +0100 Update & Integrate graphicTest commit 95714da Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 12 16:54:12 2021 +0100 Move graphicTest asset commit 3b50012 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 12 16:52:00 2021 +0100 Add graphicTest settings commit bbb4ac6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 12 16:48:32 2021 +0100 Some rename commit 0497680 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 12 16:46:52 2021 +0100 *Add debug data commit e3c8992 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 11 11:11:31 2021 +0100 *Some wip : identify an issue with sw line in URP commit 0dfca77 Merge: dd43fb5 6136320 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 10 16:54:53 2021 +0100 Merge branch 'vfx/staging' into vfx/feature/2d-renderer-integration commit dd43fb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 8 16:28:27 2021 +0100 *Test data commit 23a87bb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 8 16:23:26 2021 +0100 *Add sorting layer UI (TODO : replace by a custom UI) commit 928407c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 5 17:49:20 2021 +0100 *Extend minmal test commit d23dd15 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 5 16:24:44 2021 +0100 *TestData commit 0e3e2b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 5 16:14:24 2021 +0100 Fix particle SW (doesn't work in 2D btw) commit 13ca23f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 5 15:29:33 2021 +0100 *test asset for output (wip) commit d4e4b5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 5 15:19:50 2021 +0100 Add PassForward2D for every urp output commit fe288ae Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Feb 5 11:47:46 2021 +0100 Temp basic scene (& setup sorting layer) commit ed5ebcb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 4 16:47:11 2021 +0100 Add 2DRenderer in URP list * GraphicTest : Use default zWrite mode * Switch train to zTest always * First step : Remove RenderSortingLayerFields, should do reflection for SortingLayerField * Properly use reflection to avoid breakage due to api change in internal * Temp revert fix to isolate change related to proj computation * Fix line renderer issue due to inverted proj * Update reference image for newly added test * *Update documentation * Reviewed documentation for the visual effect component * Update VisualEffectComponent.md * Reapply change from #3292 See https://github.com/Unity-Technologies/Graphics/pull/3292/files#diff-d6bea52c2291e8be1d7e94b7c2016caf6701b7f5993722f9dd082efcbe56d5ccR16 * Fix compilation * Avoid leaking VFXVertexAdditionalProcess after VFXPassShadow generation : VFXApplyShadowBias was applied to Universal2D @julienf It was an interesting bug the "VFXVertexAdditionalProcess" was remaining after shadow pass generation and was leaking to the following pass "Universal2D" It could have been workaround changing the pass order here : https://github.com/Unity-Technologies/Graphics/pull/3489/files#diff-6c94d0a95b0b8a7f4c1b81748cdbc112bd5e2c6196fce18beef39dd79b22cb9aR9 but it's better to clean the define after usage. * *Update changelog.md Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Please read the Contributing guide before making a PR.
Checklist for PR maker
need-backport-*
label. After you backport the PR, the label changes tobackported-*
.CHANGELOG.md
file.Purpose of this PR
This PR adds support for the XboxSeries platform to the SRP packages and the PPv2 package.
Testing status
Manual testing with HDRP packages
Testing of HDRP, URP, ShaderGraph and VFXGraph run locally.
Tested on Xbox to check for regressions
Comments to reviewers
PPV2 changes
The Xbox build target is wrapped to allow this package to work even in older versions of Unity as PS5 will not show up as a valid enum member there.