github ConfettiFX/The-Forge V1.52
Release 1.52 - April 29th, 2022 - C Code Hot Reloading Unit Test | Visibility Buffer OIT | Pre-Computed DLUT Test | Unified Window and Resolution control | Android Vulkan Validation Layer | CPU Features | Upgraded Vulkan and DX GPU allocator | macOS / iOS improvements | Double precision Math Library | Impoved Input System with HID support

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7 months ago

Release 1.52 - April 29th, 2022 - C Code Hot Reloading Unit Test | Visibility Buffer OIT | Pre-Computed DLUT Test | Unified Window and Resolution control | Android Vulkan Validation Layer | CPU Features | Upgraded Vulkan and DX GPU allocator | macOS / iOS improvements | Double precision Math Library | Impoved Input System with HID support

We are always looking for more graphics / engine programmers. We are also specifically looking for a consultant who can help us to scale up our hardware testing environment.

The following list of changes is not fully representative of all the improvements we made, so it is just a selection:

  • C Code Hot Reloading Unit Test - This unit test showcases an implementation of code hot reloading in C, we've used and adapted the following GitHub library

cr

for this.

C Code Hot Reloading Unit test

The test contains two projects:

  • 19_CodeHotReload_Main: generates the executable. All code in this project can't be hot-reloaded. This is the project you should set as startup project when running the program form an IDE.
  • 19a_CodeHotReload_Game: for development platforms Windows/MacOS/Linux generates a dynamic library that is loaded by the Main project in runtime, when the dynamic library changes the Main program reloads the new code. For Android/IOS/Quest/Consoles this project is compiled and linked statically.

How to use it: While the Main project is running open 19_CodeHotReload_Game.cpp and perform some change, there are lines marked with TRY_CODE_RELOAD to make easy changes. Once the file is saved, you can rebuild the project and see the changes happen automatically.

  • Windows/Linux: Click on the UI "RebuildGame" button.
  • MacOS: Command+B on XCode to rebuild.

Note: In this implementation we can't call any functions from The Forge from the HotReloadable project (19a_CodeHotReload_Game), this is because we are compiling OS and Renderer as static libraries and linking them directly to the exe. Ideally these projects should be compiled as dynamic libraries in order to expose their functionality to the exe and hot reloadable dll. The reason we didn't implement it in this way is because all our other projects are already setup to use static libraries.

  • Visibility Buffer Order-Independent Transparency - we added OIT by utilizing a per-pixel linked list to a Visibility Buffer (VB) rendering architecture. In case of Deferred Shading (DS), the per-pixel linked list holds per-pixel data. In case of VB it only holds the triangle index data. You can switch between DS and VB in this example. The VB version occupies substantially less memory and is faster. With memory bandwidth being the biggest challenge in graphics programming, this is not unexpected. Most people by now adopted the idea of VB in one or two ways but it doesn't hurt to show another advantage of the architecture.

Linux 1080p resolution
Visibility Buffer OIT Linux

macOS 3200x1760 resolution
Visibility Buffer OIT macOS

PS4 1080p resolution
Visibility Buffer OIT Orbis

PS5 4k resolution
Visibility Buffer OIT Prospero

Windows 10 1080p resolution
Visibility Buffer OIT Windows

XBOX One (original) 1080p resolution
Visibility Buffer OIT Orbis

  • Pre-Computed DLUT Test - this test implements pre-computing volume transmittance in Blender or Houdini for 6 directions and shading clouds/smoke based on the following tweets:

https://twitter.com/Vuthric/status/1286796950214307840

A detailed description can be found here: https://realtimevfx.com/t/smoke-lighting-and-texture-re-usability-in-skull-bones/5339

DLUT Test Blender Support

In this repository is a "dlut.blend" file that contains a minimal volumetric render setup. In order to generate DLUT image do the following steps:

  • Set the viewport shading to "Rendered"
  • Select the "Sun" object
  • Set the X rotation to 0 degrees
  • Press F12 to render the image and wait for a few minutes until it's done
  • Save the rendered image to "dlut_0.png"
  • Repeat steps 3-5 for 90, 180 and 270 degrees and save "dlut_90.png", "dlut_180.png" and "dlut_270.png"
  • Run the "combine_dlut.py" Python script or manually combine rendered images in your image editor of choice, each color channel should contain the red channel from the corresponding "dlut_*.png" image multiplied by the alpha channel of the same image. For example, green channel should contain the red channel from "dlut_90.png" multiplied by the alpha channel of "dlut_90.png"
  • Experiment and implement further ideas from the article above. Setting up a Mantaflow simulation in Blender and exporting animated smoke and simulation attributes like temperature can yield interesting results!

Resulting DLUT image should look like this:

DLUT Test Blender Support

The example program running on Android:

DLUT Test running on Android

  • Window Management - all the platforms that support the concept of having a windowed application have now a base file named {Platform}Window.cpp. There is now a common UI element that offers -if supported- multi-monitor support and various window settings. There are also LUA scripts that test the functionality in our Jenkins setup.

  • Android Vulkan Validation layers: we added the validation layer from Khronos GitHub repo as they have stopped shipping the layer in the NDK.

Android Vulkan Validation Layers

You can find them in ThirdParty/OpenSource/AndroidVulkanValidationLayers

  • CPU / GPU Features - we integrated the following library to test CPU features during start-up. Now you will see a lot more information about the CPU in the upper left corner of a window.

CPU Features

This library is the stepping stone of utilizing more CPU instrinsics on various platforms. You can see its results in the screenshots above, showing the name of the CPU, the supported instruction set. We also show now the GPU name and the driver version that the GPU uses.

  • Upgraded Vulkan and DX Allocators: following the updates to these open-source libraries on GitHub we upgraded our code base accordingly.

  • macOS / iOS - while working with TF on various projects, we bring back improvements and lessons learned from those projects. You will find numerous macOS / iOS improvements in this release.

  • For one of the business applications we worked on, we needed double precision Math. We extended the math library now accordingly with support.

  • We also improved the input system with HID support, which is an on-going effort. So better controller support on more platforms ...

HIDAPI

  • Windows 7 - better Windows 7 support with DX11 and Vulkan ... still a bug in the Vulkan run-time with sRGB ...
  • We upgraded the 06_MaterialPlayground with shadows:

Material Playground Unit Test

Material Playground Unit Test

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