2019-12-26 14:45:42 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
# include "RenderTargetPool.h"
2020-09-24 00:43:27 -04:00
# include "Hash/CityHash.h"
2023-01-27 14:54:10 -05:00
# include "Misc/CoreMisc.h"
2022-04-22 17:11:57 -04:00
# include "Trace/Trace.inl"
# include "ProfilingDebugging/CountersTrace.h"
2023-01-27 14:54:10 -05:00
# include "RHI.h"
2022-11-30 18:29:09 -05:00
# include "RenderCore.h"
2023-01-27 14:54:10 -05:00
# include "RHICommandList.h"
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
2014-03-14 14:13:41 -04:00
/** The global render targets pool. */
TGlobalResource < FRenderTargetPool > GRenderTargetPool ;
DEFINE_LOG_CATEGORY_STATIC ( LogRenderTargetPool , Warning , All ) ;
2021-11-24 15:42:47 -05:00
CSV_DEFINE_CATEGORY ( RenderTargetPool , ! UE_SERVER ) ;
2020-11-24 18:42:39 -04:00
2022-04-22 17:11:57 -04:00
TRACE_DECLARE_INT_COUNTER ( RenderTargetPoolCount , TEXT ( " RenderTargetPool/Count " ) ) ;
TRACE_DECLARE_MEMORY_COUNTER ( RenderTargetPoolSize , TEXT ( " RenderTargetPool/Size " ) ) ;
UE_TRACE_EVENT_BEGIN ( Cpu , FRenderTargetPool_CreateTexture , NoSync )
UE_TRACE_EVENT_FIELD ( UE : : Trace : : WideString , Name )
UE_TRACE_EVENT_END ( )
2020-11-24 18:42:39 -04:00
2020-09-24 00:43:27 -04:00
TRefCountPtr < IPooledRenderTarget > CreateRenderTarget ( FRHITexture * Texture , const TCHAR * Name )
{
check ( Texture ) ;
FSceneRenderTargetItem Item ;
Item . TargetableTexture = Texture ;
Item . ShaderResourceTexture = Texture ;
2022-03-14 09:14:58 -04:00
FPooledRenderTargetDesc Desc = Translate ( Texture - > GetDesc ( ) ) ;
Desc . DebugName = Name ;
2020-09-24 00:43:27 -04:00
TRefCountPtr < IPooledRenderTarget > PooledRenderTarget ;
GRenderTargetPool . CreateUntrackedElement ( Desc , PooledRenderTarget , Item ) ;
return MoveTemp ( PooledRenderTarget ) ;
}
bool CacheRenderTarget ( FRHITexture * Texture , const TCHAR * Name , TRefCountPtr < IPooledRenderTarget > & OutPooledRenderTarget )
{
2022-01-31 17:22:31 -05:00
if ( ! OutPooledRenderTarget | | OutPooledRenderTarget - > GetRHI ( ) ! = Texture )
2020-09-24 00:43:27 -04:00
{
OutPooledRenderTarget = CreateRenderTarget ( Texture , Name ) ;
return true ;
}
return false ;
}
2019-03-20 08:01:51 -04:00
RENDERCORE_API void DumpRenderTargetPoolMemory ( FOutputDevice & OutputDevice )
2014-04-23 19:52:11 -04:00
{
GRenderTargetPool . DumpMemoryUsage ( OutputDevice ) ;
}
2019-09-14 09:45:25 -04:00
2014-04-23 19:52:11 -04:00
static FAutoConsoleCommandWithOutputDevice GDumpRenderTargetPoolMemoryCmd (
TEXT ( " r.DumpRenderTargetPoolMemory " ) ,
TEXT ( " Dump allocation information for the render target pool. " ) ,
FConsoleCommandWithOutputDeviceDelegate : : CreateStatic ( DumpRenderTargetPoolMemory )
2020-09-24 00:43:27 -04:00
) ;
2014-04-23 19:52:11 -04:00
2014-03-14 14:13:41 -04:00
static uint32 ComputeSizeInKB ( FPooledRenderTarget & Element )
{
return ( Element . ComputeMemorySize ( ) + 1023 ) / 1024 ;
}
2023-08-25 12:36:19 -04:00
TRefCountPtr < IPooledRenderTarget > FRenderTargetPool : : FindFreeElement ( FRHICommandListBase & RHICmdList , FRHITextureCreateInfo Desc , const TCHAR * Name )
2020-07-06 18:58:26 -04:00
{
2014-03-14 14:13:41 -04:00
FPooledRenderTarget * Found = 0 ;
2014-04-23 19:52:11 -04:00
uint32 FoundIndex = - 1 ;
2022-01-31 17:22:31 -05:00
// FastVRAM is no longer supported by the render target pool.
EnumRemoveFlags ( Desc . Flags , ETextureCreateFlags : : FastVRAM | ETextureCreateFlags : : FastVRAMPartialAlloc ) ;
2022-03-14 09:14:58 -04:00
// We always want SRV access
Desc . Flags | = TexCreate_ShaderResource ;
2023-06-21 15:19:41 -04:00
// Render target pool always forces textures into non streaming memory.
2023-06-23 14:25:40 -04:00
// UE-TODO: UE-188415 fix flags that we force in Render Target Pool
//Desc.Flags |= ETextureCreateFlags::ForceIntoNonStreamingMemoryTracking;
2023-06-21 15:19:41 -04:00
2022-03-14 09:14:58 -04:00
const uint32 DescHash = GetTypeHash ( Desc ) ;
2020-09-24 00:43:27 -04:00
2023-12-04 16:40:25 -05:00
UE : : TScopeLock Lock ( Mutex ) ;
2022-01-13 17:56:22 -05:00
for ( uint32 Index = 0 , Num = ( uint32 ) PooledRenderTargets . Num ( ) ; Index < Num ; + + Index )
2014-03-14 14:13:41 -04:00
{
2022-01-13 17:56:22 -05:00
if ( PooledRenderTargetHashes [ Index ] = = DescHash )
Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3483086)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3389969 on 2017/04/12 by Guillaume.Abadie
Implements FDebug::DumpStackTraceToLog() debugging utility.
Change 3391579 on 2017/04/12 by Joe.Barnes
Fix minor spacing issue.
Change 3402629 on 2017/04/20 by Ben.Marsh
Build: Remove job to populate the DDC. Trying out a new system for this.
Change 3417501 on 2017/05/01 by Joe.Barnes
IWYU - Missing #include files.
Change 3419927 on 2017/05/02 by Joe.Barnes
- Support custom LOD for shadow map generation only (r.ForceLODShadow)
- New #define to expose forceLOD and forceLODShadow also in Test/Ship builds (#define EXPOSE_FORCE_LOD 1 in RenderCore.cpp). Not exposed by default.
Change 3420964 on 2017/05/03 by Jonathan.Fitzpatrick
Fixed null dereference of LineBatcher when using DrawDebugSphere and DrawDebugAltCone
#jira UE-30213
Change 3423470 on 2017/05/04 by Luke.Thatcher
[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3391974) to Dev-Console (//UE4/Dev-Console)
- Compile errors in Switch, to be fixed after check-in.
Change 3430410 on 2017/05/09 by Ben.Woodhouse
Fix uninitialized local variable causing crashes in Test
#jira UE-44832
Change 3430506 on 2017/05/09 by Josh.Adams
- Fixed up the editor platforms' method of loading TargetSettings objects so that we don't need any manual parsing of .ini files to fill out the class defaults
Change 3434035 on 2017/05/10 by Ben.Woodhouse
Integrate updated FortGPUTestbed from Fortnite/Main
Change 3437046 on 2017/05/12 by Joe.Barnes
Fix for clang producing a warning when not all specializations of a templated function are marked FORCEINLINE.
Also, switch a specialization of BlendTransform() from a function with a check to just a declaration so compiler will catch error instead of a runtime catch.
Change 3437259 on 2017/05/12 by Joe.Barnes
Fix for clang producing a warning when not all specializations of a templated function are marked FORCEINLINE.
Also, switch a specialization of BlendTransform() from a function with a check to just a declaration so compiler will catch error instead of a runtime catch.
Change 3440758 on 2017/05/16 by Ben.Woodhouse
Simple threaded CSV Profiler
To capture:
- On the commandline, add -csvCaptureFrames=N to capture N frames from startup
- On the console, use csvprofile start, csvprofile stop or csvprofile frames=N to capture a fixed number of frames
- Instrument with CSV_SCOPED_STAT(statname), CSV_CUSTOM_STAT(statname,value).
CSV capture is enabled in all builds except shipping
- Please do not check in the instrumentation √ we don╞t want to pollute the engine with lots of additional instrumentation. We may add some minimal level of instrumentation at some point
Change 3440954 on 2017/05/16 by Josh.Adams
- Cleaned up some DeviceProfiles in BaseDP.ini
Change 3443778 on 2017/05/17 by Ben.Woodhouse
Aliasing for transient resources + new high level API
Changelists integrated:
3368830
3368887
3377762
3377763
3379513
3381840
3382046
3382138
3385390
3385391
3385531
3396613
3388752
3396756
3397007
3397059
3397780
3397883
3401716
3415179
Change 3451460 on 2017/05/22 by Ben.Woodhouse
Fix editor crash (NULL dereference of ScreenSpaceShadowTexture) when moving the camera around in tm-shadermodels, probably fallout from the VRAM aliasing merge. Not sure if this is the correct fix, but it prevents the crash for now
Change 3451601 on 2017/05/22 by Josh.Adams
- Track idle time from MaxTickRate, so that stat unit is accurate on Game: thread
Change 3452025 on 2017/05/22 by Ben.Woodhouse
Integrate (as edit) CL 3378734 (editor crash fix)
Also add a check for null in LightFunctionRendering.cpp
Change 3452389 on 2017/05/22 by Josh.Adams
- Replaced POCulturePluralForms with a static array, instead of TMapBuilder (was blowing stack or similar on Switch Debug). Code courtesy of Jamie Dale.
Change 3452758 on 2017/05/22 by Joe.Barnes
Add FindFirstClearBit() and FindFirstSetBit() to TStaticBitArray.
Change 3455889 on 2017/05/23 by Ben.Woodhouse
Integrate from //UE4/Main/...@3453436 to //UE4/Dev-Console/...
Change 3458654 on 2017/05/25 by Joe.Conley
Attempting to fix Static Analysis warning.
Change 3462710 on 2017/05/26 by Ben.Woodhouse
Integrate from //UE4/Main/...@3461688 to //UE4/Dev-Console/...
Change 3471711 on 2017/06/02 by Jonathan.Fitzpatrick
Updating MallocProfiler to use the accessor for OnOutOfMemory delegate to conform with change made in CL 3415996.
Change 3473813 on 2017/06/05 by Ben.Woodhouse
Fix streaming visibility logic bug reported on UDN
#jira UE-43892
Change 3475298 on 2017/06/06 by Luke.Thatcher
[CONSOLE] [!] Fix RHITransitionResources crash with more than 16 textures.
- Old command had a fixed sized array of 16 textures that would overflow.
- New command allocates an array of texture pointers inline in the command list, so any number is supported.
#jira UE-45625
Change 3476776 on 2017/06/06 by Ben.Woodhouse
Integrate from //UE4/Main/...@3475908
Change 3479083 on 2017/06/07 by Ben.Woodhouse
Integrate as edit CL 3467315 from dev-animphys:
From Alexis Matte.
Ensure SectionMap is fixed up for old entries that are no longer valid.
#JIRA UE-45438
#jira UE-45735
Change 3480576 on 2017/06/08 by Ben.Woodhouse
Integrate from //UE4/Main/...@3480024 to //UE4/Dev-Console/...
[CL 3483258 by Luke Thatcher in Main branch]
2017-06-09 17:44:13 -04:00
{
2022-01-13 17:56:22 -05:00
FPooledRenderTarget * Element = PooledRenderTargets [ Index ] ;
2022-01-31 17:22:31 -05:00
# if DO_CHECK
2018-03-17 13:23:07 -04:00
{
2022-01-31 17:22:31 -05:00
checkf ( Element , TEXT ( " Hash was not cleared from the list. " ) ) ;
const FRHITextureCreateInfo ElementDesc = Translate ( Element - > GetDesc ( ) ) ;
checkf ( ElementDesc = = Desc , TEXT ( " Invalid hash or collision when attempting to allocate %s " ) , Element - > GetDesc ( ) . DebugName ) ;
2018-03-17 13:23:07 -04:00
}
2022-01-31 17:22:31 -05:00
# endif
2014-03-14 14:13:41 -04:00
2022-01-31 17:22:31 -05:00
if ( Element - > IsFree ( ) )
2014-09-26 12:37:06 -04:00
{
2022-01-31 17:22:31 -05:00
Found = Element ;
FoundIndex = Index ;
break ;
2014-09-26 12:37:06 -04:00
}
2019-09-14 09:45:25 -04:00
}
2014-03-14 14:13:41 -04:00
}
2019-09-14 09:45:25 -04:00
if ( ! Found )
{
2022-04-22 17:11:57 -04:00
# if CPUPROFILERTRACE_ENABLED
UE_TRACE_LOG_SCOPED_T ( Cpu , FRenderTargetPool_CreateTexture , CpuChannel )
< < FRenderTargetPool_CreateTexture . Name ( Name ) ;
# endif
2014-03-14 14:13:41 -04:00
2022-01-31 17:22:31 -05:00
const ERHIAccess AccessInitial = ERHIAccess : : SRVMask ;
2022-03-14 09:14:58 -04:00
FRHITextureCreateDesc CreateDesc ( Desc , AccessInitial , Name ) ;
2023-03-20 07:02:50 -04:00
const static FLazyName ClassName ( TEXT ( " FPooledRenderTarget " ) ) ;
CreateDesc . SetClassName ( ClassName ) ;
2022-01-31 17:22:31 -05:00
2022-03-14 09:14:58 -04:00
Found = new FPooledRenderTarget (
2023-08-25 12:36:19 -04:00
RHICmdList . CreateTexture ( CreateDesc ) ,
2022-03-14 09:14:58 -04:00
Translate ( CreateDesc ) ,
this ) ;
2014-03-14 14:13:41 -04:00
PooledRenderTargets . Add ( Found ) ;
2020-09-24 00:43:27 -04:00
PooledRenderTargetHashes . Add ( DescHash ) ;
2022-01-31 17:22:31 -05:00
if ( EnumHasAnyFlags ( Desc . Flags , TexCreate_UAV ) )
2019-06-10 12:22:13 -04:00
{
2021-03-03 12:56:07 -04:00
// The render target desc is invalid if a UAV is requested with an RHI that doesn't support the high-end feature level.
check ( GMaxRHIFeatureLevel > = ERHIFeatureLevel : : SM5 | | GMaxRHIFeatureLevel = = ERHIFeatureLevel : : ES3_1 ) ;
2021-05-18 17:39:24 -04:00
if ( GRHISupportsUAVFormatAliasing )
{
EPixelFormat AliasFormat = Desc . UAVFormat ! = PF_Unknown
? Desc . UAVFormat
: Desc . Format ;
2023-06-22 11:08:27 -04:00
Found - > RenderTargetItem . UAV = RHICmdList . CreateUnorderedAccessView ( Found - > GetRHI ( ) , 0 , ( uint8 ) AliasFormat , 0 , 0 ) ;
2021-05-18 17:39:24 -04:00
}
else
{
checkf ( Desc . UAVFormat = = PF_Unknown | | Desc . UAVFormat = = Desc . Format , TEXT ( " UAV aliasing is not supported by the current RHI. " ) ) ;
2023-06-22 11:08:27 -04:00
Found - > RenderTargetItem . UAV = RHICmdList . CreateUnorderedAccessView ( Found - > GetRHI ( ) , 0 ) ;
2021-05-18 17:39:24 -04:00
}
2019-06-10 12:22:13 -04:00
}
2014-04-23 19:52:11 -04:00
2021-03-03 12:56:07 -04:00
AllocationLevelInKB + = ComputeSizeInKB ( * Found ) ;
2022-04-22 17:11:57 -04:00
TRACE_COUNTER_ADD ( RenderTargetPoolCount , 1 ) ;
TRACE_COUNTER_SET ( RenderTargetPoolSize , ( int64 ) AllocationLevelInKB * 1024 ) ;
2021-03-03 12:56:07 -04:00
2014-04-23 19:52:11 -04:00
FoundIndex = PooledRenderTargets . Num ( ) - 1 ;
2022-01-31 17:22:31 -05:00
Found - > Desc . DebugName = Name ;
2014-03-14 14:13:41 -04:00
}
2022-01-31 17:22:31 -05:00
Found - > Desc . DebugName = Name ;
2014-03-14 14:13:41 -04:00
Found - > UnusedForNFrames = 0 ;
2020-03-26 07:21:08 -04:00
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2023-09-18 13:51:58 -04:00
RHICmdList . BindDebugLabelName ( Found - > GetRHI ( ) , Name ) ;
2020-03-26 07:21:08 -04:00
# endif
2020-01-24 18:07:01 -05:00
2022-01-31 17:22:31 -05:00
return TRefCountPtr < IPooledRenderTarget > ( MoveTemp ( Found ) ) ;
2020-07-06 18:58:26 -04:00
}
2023-08-25 12:36:19 -04:00
bool FRenderTargetPool : : FindFreeElement ( FRHICommandListBase & RHICmdList , const FRHITextureCreateInfo & Desc , TRefCountPtr < IPooledRenderTarget > & Out , const TCHAR * Name )
2020-07-06 18:58:26 -04:00
{
2022-01-13 17:56:22 -05:00
if ( ! Desc . IsValid ( ) )
2020-07-06 18:58:26 -04:00
{
// no need to do anything
return true ;
}
// Querying a render target that have no mip levels makes no sens.
2022-01-13 17:56:22 -05:00
check ( Desc . NumMips > 0 ) ;
2020-07-06 18:58:26 -04:00
2023-12-04 16:40:25 -05:00
FPooledRenderTarget * Current = nullptr ;
bool bFreeCurrent = false ;
2020-07-06 18:58:26 -04:00
// if we can keep the current one, do that
if ( Out )
{
2023-12-04 16:40:25 -05:00
Current = ( FPooledRenderTarget * ) Out . GetReference ( ) ;
2020-07-06 18:58:26 -04:00
2022-01-31 17:22:31 -05:00
if ( Translate ( Out - > GetDesc ( ) ) = = Desc )
2020-07-06 18:58:26 -04:00
{
// we can reuse the same, but the debug name might have changed
2022-01-31 17:22:31 -05:00
Current - > Desc . DebugName = Name ;
2020-07-06 18:58:26 -04:00
# if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
2022-01-31 17:22:31 -05:00
if ( Current - > GetRHI ( ) )
2020-07-06 18:58:26 -04:00
{
2023-09-18 13:51:58 -04:00
RHICmdList . BindDebugLabelName ( Current - > GetRHI ( ) , Name ) ;
2020-07-06 18:58:26 -04:00
}
# endif
check ( ! Out - > IsFree ( ) ) ;
return true ;
}
else
{
// release old reference, it might free a RT we can use
Out = 0 ;
2023-12-04 16:40:25 -05:00
bFreeCurrent = Current - > IsFree ( ) ;
2020-07-06 18:58:26 -04:00
}
}
2023-12-04 16:40:25 -05:00
UE : : TScopeLock Lock ( Mutex ) ;
if ( bFreeCurrent )
{
AllocationLevelInKB - = ComputeSizeInKB ( * Current ) ;
TRACE_COUNTER_SUBTRACT ( RenderTargetPoolCount , 1 ) ;
TRACE_COUNTER_SET ( RenderTargetPoolSize , ( int64 ) AllocationLevelInKB * 1024 ) ;
int32 Index = FindIndex ( Current ) ;
check ( Index > = 0 ) ;
FreeElementAtIndex ( Index ) ;
}
2023-08-25 12:36:19 -04:00
Out = FindFreeElement ( RHICmdList , Desc , Name ) ;
2014-03-14 14:13:41 -04:00
return false ;
}
2020-09-24 00:43:27 -04:00
void FRenderTargetPool : : CreateUntrackedElement ( const FPooledRenderTargetDesc & Desc , TRefCountPtr < IPooledRenderTarget > & Out , const FSceneRenderTargetItem & Item )
2014-03-14 14:13:41 -04:00
{
2022-03-25 11:19:10 -04:00
FPooledRenderTarget * Result = new FPooledRenderTarget ( Item . GetRHI ( ) , Desc , nullptr ) ;
2022-01-31 17:22:31 -05:00
Result - > RenderTargetItem = Item ;
Out = Result ;
2014-03-14 14:13:41 -04:00
}
void FRenderTargetPool : : GetStats ( uint32 & OutWholeCount , uint32 & OutWholePoolInKB , uint32 & OutUsedInKB ) const
{
2023-08-25 12:36:19 -04:00
UE : : TScopeLock Lock ( Mutex ) ;
2014-03-14 14:13:41 -04:00
OutWholeCount = ( uint32 ) PooledRenderTargets . Num ( ) ;
OutUsedInKB = 0 ;
OutWholePoolInKB = 0 ;
2020-09-24 00:43:27 -04:00
2019-09-14 09:45:25 -04:00
for ( uint32 i = 0 ; i < ( uint32 ) PooledRenderTargets . Num ( ) ; + + i )
2014-03-14 14:13:41 -04:00
{
FPooledRenderTarget * Element = PooledRenderTargets [ i ] ;
2019-09-14 09:45:25 -04:00
if ( Element )
2014-03-14 14:13:41 -04:00
{
2014-04-23 19:52:11 -04:00
uint32 SizeInKB = ComputeSizeInKB ( * Element ) ;
OutWholePoolInKB + = SizeInKB ;
2019-09-14 09:45:25 -04:00
if ( ! Element - > IsFree ( ) )
2014-04-23 19:52:11 -04:00
{
OutUsedInKB + = SizeInKB ;
}
2014-03-14 14:13:41 -04:00
}
}
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream
Capsule shadows
* Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing
* Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion
* These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius
* The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light)
* Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far
* Shadowing of movable skylights is not yet supported
Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data
Basepass drawlist are now merged within a single drawlist.
Lighting policy parameters are now accessed through a uniform buffer.
Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI
#codereview nick.penwarden
Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams
Remove unused RHI methods:
RHIIsDrawingViewport
RHIGpuTimeBegin
RHIGpuTimeEnd
Made default/empty versions of these calls and removed stubs from RHIs that don't use them:
RHISuspendRendering
RHIResumeRendering
RHIIsRenderingSuspended
Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream
Lighting channels - each component and light can choose from 3 channels
* Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask
* Dynamic shadow casting also respects the channels
* Only works on opaque materials, direct lighting, dynamic lighting
* Not implemented for tiled deferred atm
* This will replace CastsShadowsFromCinematicObjectsOnly in the future
#rb Martin.Mittring
Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New
First pass at separate Async Compute Context
#codereview Lee.Clark,Daniel.Wright
#rb Gil.Gribb
Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering
Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once.
* GPUSkinCache didn't even work before (in this branch)
* tested BasePass velocity
* tested split screen
* tested editor pause
* matinee camera cut (no need, invalidates velocity)
* tested CPU Skin? (never has motionblur)
* tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes)
* test ES2 -featureleveles2
#rb: Rolando.Caloca
Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data
Embree integration into Lightmass
Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree.
Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results.
Only usable on Win64 with this submit.
#review daniel.wright
Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering
added SSAO CS version, can be enabled with
r.AmbientOcclusion.Compute 1
Not optimized yet
#rb:Olaf.Piesche
Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream
Lightmass solver quality improvements
* IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales
* New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality.
* Skylight bounce lighting is now much more accurate and leverages adaptive sampling
* Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities
* Shadow penumbras are also improved by IndirectLightingQuality
* Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile
Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data
Quad Complexity ViewMode (PCD3D_SM5 only).
Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead
#review brian.karis
Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering
improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing
Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S
DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators)
#codereview Marcus.Wassmer
Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev
Submitting pull request from user Pierdek.
Early out of particle collision module update if there are no active particles.
#github
#1614
Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering
UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion.
Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering
UE4 - Added a path so that texture streaming can avoid flushing the RHI thread.
Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream
Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights
* When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass
* This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states
* Lighting has to be rebuilt once for this to work
#rb Rolando.Caloca
Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering
UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors.
#rb Daniel.Wright
Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data
Enabled Embree by default
#review daniel.wright
==========================
ALL CHANGELISTS
==========================
Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem'
Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error '
Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti'
Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier'
Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse'
Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo'
Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g'
Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue'
Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup '
Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals'
Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado'
Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al'
Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca'
Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. '
Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision'
Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio'
Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge'
Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi'
Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag'
Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene'
Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b'
Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan'
Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond'
Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f'
Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang'
Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat'
Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static'
Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments '
Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix '
Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI'
Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon'
Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping'
Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co'
Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't '
Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment '
Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl'
Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of '
Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout '
Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp'
Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e'
Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex'
Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and '
Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma'
Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function '
Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to '
Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline '
Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa'
Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text '
Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e'
Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv'
Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel'
Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -'
Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov'
Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO'
Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build '
Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling '
Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change '
Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D'
Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update'
Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U'
Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi'
Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar '
Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig'
Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix '
Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t'
Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co'
Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m'
Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute'
Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none'
Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing '
Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85'
Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us'
Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.'
Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di'
Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer'
Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text'
Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil'
Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider'
Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n'
Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma'
Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley'
Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander'
Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser'
Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se'
Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli'
Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r'
Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra'
Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f'
Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di'
Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us'
Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G'
Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so'
Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1'
Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements'
Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. '
Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.'
Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows'
Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when'
Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r'
Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha'
Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin'
Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec'
Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi'
[CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
// if this triggers uncomment the code in VerifyAllocationLevel() and debug the issue, we might leak memory or not release when we could
ensure ( AllocationLevelInKB = = OutWholePoolInKB ) ;
2014-03-14 14:13:41 -04:00
}
void FRenderTargetPool : : TickPoolElements ( )
{
2023-08-25 12:36:19 -04:00
UE : : TScopeLock Lock ( Mutex ) ;
2020-11-24 18:42:39 -04:00
uint32 DeferredAllocationLevelInKB = 0 ;
for ( FPooledRenderTarget * Element : DeferredDeleteArray )
{
DeferredAllocationLevelInKB + = ComputeSizeInKB ( * Element ) ;
}
2021-03-03 12:56:07 -04:00
DeferredDeleteArray . Reset ( ) ;
2014-03-14 14:13:41 -04:00
uint32 MinimumPoolSizeInKB ;
{
static const auto CVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.RenderTargetPoolMin " ) ) ;
MinimumPoolSizeInKB = FMath : : Clamp ( CVar - > GetValueOnRenderThread ( ) , 0 , 2000 ) * 1024 ;
}
2014-04-23 19:58:00 -04:00
CompactPool ( ) ;
2020-11-24 18:42:39 -04:00
uint32 UnusedAllocationLevelInKB = 0 ;
2019-09-14 09:45:25 -04:00
for ( uint32 i = 0 ; i < ( uint32 ) PooledRenderTargets . Num ( ) ; + + i )
2014-03-14 14:13:41 -04:00
{
FPooledRenderTarget * Element = PooledRenderTargets [ i ] ;
2019-09-14 09:45:25 -04:00
if ( Element )
2014-04-23 19:52:11 -04:00
{
Element - > OnFrameStart ( ) ;
2020-11-24 18:42:39 -04:00
if ( Element - > UnusedForNFrames > 2 )
{
UnusedAllocationLevelInKB + = ComputeSizeInKB ( * Element ) ;
}
2014-04-23 19:52:11 -04:00
}
2014-03-14 14:13:41 -04:00
}
2014-04-23 19:52:11 -04:00
2020-11-24 18:42:39 -04:00
uint32 TotalFrameUsageInKb = AllocationLevelInKB + DeferredAllocationLevelInKB ;
CSV_CUSTOM_STAT ( RenderTargetPool , UnusedMB , UnusedAllocationLevelInKB / 1024.0f , ECsvCustomStatOp : : Set ) ;
CSV_CUSTOM_STAT ( RenderTargetPool , PeakUsedMB , ( TotalFrameUsageInKb - UnusedAllocationLevelInKB ) / 1024.f , ECsvCustomStatOp : : Set ) ;
2014-03-14 14:13:41 -04:00
// we need to release something, take the oldest ones first
2019-09-14 09:45:25 -04:00
while ( AllocationLevelInKB > MinimumPoolSizeInKB )
2014-03-14 14:13:41 -04:00
{
// -1: not set
int32 OldestElementIndex = - 1 ;
// find oldest element we can remove
2019-09-14 09:45:25 -04:00
for ( uint32 i = 0 , Num = ( uint32 ) PooledRenderTargets . Num ( ) ; i < Num ; + + i )
2014-03-14 14:13:41 -04:00
{
FPooledRenderTarget * Element = PooledRenderTargets [ i ] ;
2019-09-14 09:45:25 -04:00
if ( Element & & Element - > UnusedForNFrames > 2 )
2014-03-14 14:13:41 -04:00
{
2019-09-14 09:45:25 -04:00
if ( OldestElementIndex ! = - 1 )
2014-03-14 14:13:41 -04:00
{
2019-09-14 09:45:25 -04:00
if ( PooledRenderTargets [ OldestElementIndex ] - > UnusedForNFrames < Element - > UnusedForNFrames )
2014-03-14 14:13:41 -04:00
{
OldestElementIndex = i ;
}
}
else
{
OldestElementIndex = i ;
}
}
}
2019-09-14 09:45:25 -04:00
if ( OldestElementIndex ! = - 1 )
2014-03-14 14:13:41 -04:00
{
AllocationLevelInKB - = ComputeSizeInKB ( * PooledRenderTargets [ OldestElementIndex ] ) ;
2022-04-22 17:11:57 -04:00
TRACE_COUNTER_SUBTRACT ( RenderTargetPoolCount , 1 ) ;
TRACE_COUNTER_SET ( RenderTargetPoolSize , ( int64 ) AllocationLevelInKB * 1024 ) ;
2014-03-14 14:13:41 -04:00
// we assume because of reference counting the resource gets released when not needed any more
2014-04-23 19:52:11 -04:00
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
2020-09-24 00:43:27 -04:00
FreeElementAtIndex ( OldestElementIndex ) ;
2014-03-14 14:13:41 -04:00
}
else
{
// There is no element we can remove but we are over budget, better we log that.
// Options:
// * Increase the pool
// * Reduce rendering features or resolution
// * Investigate allocations, order or reusing other render targets can help
// * Ignore (editor case, might start using slow memory which can be ok)
2019-09-14 09:45:25 -04:00
if ( ! bCurrentlyOverBudget )
2014-03-14 14:13:41 -04:00
{
2021-11-18 14:37:34 -05:00
UE_CLOG ( IsRunningClientOnly ( ) & & MinimumPoolSizeInKB ! = 0 , LogRenderTargetPool , Warning , TEXT ( " r.RenderTargetPoolMin exceeded %d/%d MB (ok in editor, bad on fixed memory platform) " ) , ( AllocationLevelInKB + 1023 ) / 1024 , MinimumPoolSizeInKB / 1024 ) ;
2014-03-14 14:13:41 -04:00
bCurrentlyOverBudget = true ;
}
// at this point we need to give up
break ;
}
2019-09-14 09:45:25 -04:00
}
2014-03-14 14:13:41 -04:00
2019-09-14 09:45:25 -04:00
if ( AllocationLevelInKB < = MinimumPoolSizeInKB )
2014-03-14 14:13:41 -04:00
{
2019-09-14 09:45:25 -04:00
if ( bCurrentlyOverBudget )
2014-03-14 14:13:41 -04:00
{
2021-11-18 14:37:34 -05:00
UE_CLOG ( MinimumPoolSizeInKB ! = 0 , LogRenderTargetPool , Display , TEXT ( " r.RenderTargetPoolMin resolved %d/%d MB " ) , ( AllocationLevelInKB + 1023 ) / 1024 , MinimumPoolSizeInKB / 1024 ) ;
2014-03-14 14:13:41 -04:00
bCurrentlyOverBudget = false ;
}
}
2014-04-23 19:52:11 -04:00
Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3632338)
#rb none
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3443778 by Ben.Woodhouse
Aliasing for transient resources + new high level API
Changelists integrated:
3368830
3368887
3377762
3377763
3379513
3381840
3382046
3382138
3385390
3385391
3385531
3396613
3388752
3396756
3397007
3397059
3397780
3397883
3401716
3415179
Change 3576521 by Bart.Hawthorne
ShooterGame - update the game instance's online mode when the LAN option is changed
Change 3587252 by Ben.Woodhouse
Integrate from //UE4/Main/...@3584123 to //UE4/Dev-Console/...
Change 3587943 by Luke.Thatcher
[CONSOLE] [+] Improved XGE shader compiler
- Added support for XGE interception interface, which allows asynchronous streaming of shader tasks into XGE, and eliminates the stalling/flushing found in the old system.
- Old system has been renamed "Xml interface"
- Both systems are available and selectable based on r.XGEShaderCompile.Mode CVar.
Overview of the new system:
- New system uses an additional XGEControlWorker process to manage communication between the engine and XGE. This is simply a copy of ShaderCompileWorker.exe (the implementation is part of SCW, but XGE requires the two files to be separate, hence the duplicate).
- When shader jobs arrive from the engine, the shader compiler thread spawns an instance of XGEControlWorker within an XGE context, and connects to it via named pipes.
- Job command lines are fed to the control worker via the pipe, which the worker enqueues within XGE by issuing a CreateProcess call, which is intercepted. Job completion is reported back to the engine via the named pipes.
- New system is preferred over the old one, and is enabled with "-xgeshadercompile" command line switch or "r.XGEShaderCompile" cvar.
- The new system depends on the "XGEController" engine module. Support for which is based on the WITH_XGE_CONTROLLER #define, or -xgecontroller/-noxgecontroller command line options.
#jira UECON-263
Change 3590037 by Luke.Thatcher
[CONSOLE] [!] Fix compile/link errors with XGE controller module
- Various unity related fixes needed.
Change 3590047 by Luke.Thatcher
[CONSOLE] [!] Compile XGE controller module for Editor builds only
- The module should only be used in uncooked, non-monolitic binaries (i.e. the editor).
Change 3594074 by Luke.Thatcher
[CONSOLE] [!] Fix Linux build - case sensitive header include was wrong in XGEControllerModule.cpp
Change 3596292 by Luke.Thatcher
[CONSOLE] [!] Actually fix unity/nopch build errors in XGE Controller!
Change 3596776 by Jonathan.Fitzpatrick
cherry pick CL 3595292
cooker change which fixes a condition where DLC would always cook with all maps regardless of which maps were specified.
Change 3596795 by Jonathan.Fitzpatrick
Back out changelist 3596776
Change 3596816 by Jonathan.Fitzpatrick
Moved the DLC map check ahead of the "no maps found" condition so that include-all-maps can be skipped if DLC maps are found.
Change 3604282 by Ben.Marsh
UBT: Add support for pre-build and post-build steps when using MegaXGE.
Change 3606862 by Ben.Marsh
Fix missing header guard warning.
Change 3611644 by Ben.Woodhouse
Integrate from //UE4/Main/...@3610522 to //UE4/Dev-Console/...
Change 3614089 by Joe.Barnes
Call GRHICommandList.LatchBypass() after variables it checks are set.
#jira ue-48130
Change 3617783 by Daniel.Eldar
Headers for the HDR changes (they are pre-requisites for compilation).
Integrated from:
//UE4/Partner-Microsoft-DX12/Engine/Source/ThirdParty/Windows/DirectX/...
to //UE4/Dev-Console/Engine/Source/ThirdParty/Windows/DirectX/...
#jira UECON-226
Change 3619117 by Ben.Woodhouse
Integrate from //UE4/Main/...@3617655 to //UE4/Dev-Console/...
Change 3619123 by Ben.Woodhouse
Integrate from //UE4/Main/...@3618361 to //UE4/Dev-Console/...
Change 3619603 by Stewart.Lynch
Merging
//Fortnite/Dev-Athena/Engine/Source/Runtime/Engine/Private/Materials/MaterialInstanceConstant.cpp
to //UE4/Dev-Console/Engine/Source/Runtime/Engine/Private/Materials/MaterialInstanceConstant.cpp
Changed UMaterialInstance::PostLoad(); to Super::PostLoad();
Change 3619608 by Stewart.Lynch
Merging
//Fortnite/Dev-Athena/Engine/Source/Runtime/...
to //UE4/Dev-Console/Engine/Source/Runtime/...
LLM update
* made sure that all csv stat tracking is disabled if running without -LLMCSV
* added new UObject scopes
* increased LLM_MAX_THREAD_SCOPE_STACK_DEPTH to 128 to cope with new UObject scopes
* added material scopes
* changed UMaterialInstance::PostLoad(); to Super::PostLoad();
Change 3619634 by Stewart.Lynch
Merging
//Fortnite/Main/...
to //UE4/Dev-Console/...
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llm tracking for CPU symbol allocations (20MB)
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
Change 3619642 by Stewart.Lynch
Merging
//Fortnite/Main/Engine/Source/Runtime/Core/...
to //UE4/Dev-Console/Engine/Source/Runtime/Core/...
Windows builds were incorrectly showing the debug memory enabled warning. Made IsDebugMemoryEnabled always return false on Windows.
Change 3619799 by Luke.Thatcher
[CONSOLE] [-] Disable peak memory tracking in LLM.
Change 3619809 by Luke.Thatcher
[CONSOLE] [^] Merging CL 3580894 from //Fortnite/Main/... to //UE4/Dev-Console/...
- Add Render Target Pool Stats. Use "stat rendertargetpool" to view.
Change 3619928 by Luke.Thatcher
[CONSOLE] [^] Enable symbol compression on symstore task (Merging CL 3606945 from //Fortnite/Main/... to //UE4/Dev-Console/...)
Change 3620571 by Keith.Judge
Double the size of the occlusion query buffer in D3D12. This costs 256KB of memory.
We need to refactor this in future to resize according to content on demand like D3D11.x.
#jira FORT-53103
#jira FORT-53119
Change 3622419 by Daniel.Eldar
[General] Fix for occasional ensure to do with retriving the new cvar value.
#JIRA UE-46644
Change 3622491 by Daniel.Eldar
[General] Added support for scaling on stat unit and unitgraph.
#JIRA UE-46644
Change 3622610 by Daniel.Eldar
[General] Fixed a compilation warning
Change 3624659 by Ben.Woodhouse
Integrate from //UE4/Main/...@3624175 to //UE4/Dev-Console/...
Change 3624678 by Ben.Woodhouse
Integrate from //UE4/Main/...@3624415 to //UE4/Dev-Console/...
Change 3624878 by Ben.Woodhouse
Integrate as edit CLs 3611835 3611844 3616942 3617607
Descriptor heap memory fix (saves up to ~100MB).
* Fix a bug where rolling over a thread-local heap immediately after switching to context-local would crash due to an uninitialized syncpoint
* Add a separate value for context local heaps (LOCAL_HEAP_SIZE) and set it to a sensible value (2MB) instead of the current 16MB. This means thread local heaps will be allocated in chunks of ~2MB instead of 16MB. There can be up to 6 thread-local heaps, since they're per-context.
Measured peak descriptor heap memory with LLM: 45MB (compared to 145MB previously)
This improves behaviour, but this code could use a bit of a rewrite to allow it to reclaim memory better. For example, the global heap memory is almost entirely wasted currently, since when a context switches to "context local strategy" it simply throws this memory away, never to be reclaimed. Having the pools thread-local is also not a good strategy. Ideally we want a thread-safe pool allocator for descriptor heaps which is shared between all the contexts .
Change 3624882 by Ben.Woodhouse
Fix virtual destructor warning in D3DX12.h
Change 3626419 by Stewart.Lynch
Merging
//Fortnite/Main/...
to //UE4/Dev-Console/...
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
#jira UECON-264
Change 3626906 by Joe.Barnes
Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
Change 3628045 by Stewart.Lynch
Merging
//Fortnite/Main/Engine/Source/Runtime/Core/...
to //UE4/Dev-Console/Engine/Source/Runtime/Core/...
LLM - enabled LLM on Windows
* fixed crash in FLLMObjectAllocator destructor. Only happens on Windows shutdown.
* changed Align to AlignArbitrary in LLMArray. Small memory saving.
* clear ThreadStateAllocator in FLLMTracker::Clear(). Small memory saving
* set program size to zero on windows because it isn't relevant
#jira UECON-282
Change 3632279 by Ben.Woodhouse
Back out changelist 3619862
#jira UE-49472
[CL 3632432 by Joe Barnes in Main branch]
2017-09-07 22:18:47 -04:00
# if STATS
uint32 Count , SizeKB , UsedKB ;
GetStats ( Count , SizeKB , UsedKB ) ;
2020-09-24 00:43:27 -04:00
CSV_CUSTOM_STAT_GLOBAL ( RenderTargetPoolSize , float ( SizeKB ) / 1024.0f , ECsvCustomStatOp : : Set ) ;
CSV_CUSTOM_STAT_GLOBAL ( RenderTargetPoolUsed , float ( UsedKB ) / 1024.0f , ECsvCustomStatOp : : Set ) ;
CSV_CUSTOM_STAT_GLOBAL ( RenderTargetPoolCount , int32 ( Count ) , ECsvCustomStatOp : : Set ) ;
Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3632338)
#rb none
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3443778 by Ben.Woodhouse
Aliasing for transient resources + new high level API
Changelists integrated:
3368830
3368887
3377762
3377763
3379513
3381840
3382046
3382138
3385390
3385391
3385531
3396613
3388752
3396756
3397007
3397059
3397780
3397883
3401716
3415179
Change 3576521 by Bart.Hawthorne
ShooterGame - update the game instance's online mode when the LAN option is changed
Change 3587252 by Ben.Woodhouse
Integrate from //UE4/Main/...@3584123 to //UE4/Dev-Console/...
Change 3587943 by Luke.Thatcher
[CONSOLE] [+] Improved XGE shader compiler
- Added support for XGE interception interface, which allows asynchronous streaming of shader tasks into XGE, and eliminates the stalling/flushing found in the old system.
- Old system has been renamed "Xml interface"
- Both systems are available and selectable based on r.XGEShaderCompile.Mode CVar.
Overview of the new system:
- New system uses an additional XGEControlWorker process to manage communication between the engine and XGE. This is simply a copy of ShaderCompileWorker.exe (the implementation is part of SCW, but XGE requires the two files to be separate, hence the duplicate).
- When shader jobs arrive from the engine, the shader compiler thread spawns an instance of XGEControlWorker within an XGE context, and connects to it via named pipes.
- Job command lines are fed to the control worker via the pipe, which the worker enqueues within XGE by issuing a CreateProcess call, which is intercepted. Job completion is reported back to the engine via the named pipes.
- New system is preferred over the old one, and is enabled with "-xgeshadercompile" command line switch or "r.XGEShaderCompile" cvar.
- The new system depends on the "XGEController" engine module. Support for which is based on the WITH_XGE_CONTROLLER #define, or -xgecontroller/-noxgecontroller command line options.
#jira UECON-263
Change 3590037 by Luke.Thatcher
[CONSOLE] [!] Fix compile/link errors with XGE controller module
- Various unity related fixes needed.
Change 3590047 by Luke.Thatcher
[CONSOLE] [!] Compile XGE controller module for Editor builds only
- The module should only be used in uncooked, non-monolitic binaries (i.e. the editor).
Change 3594074 by Luke.Thatcher
[CONSOLE] [!] Fix Linux build - case sensitive header include was wrong in XGEControllerModule.cpp
Change 3596292 by Luke.Thatcher
[CONSOLE] [!] Actually fix unity/nopch build errors in XGE Controller!
Change 3596776 by Jonathan.Fitzpatrick
cherry pick CL 3595292
cooker change which fixes a condition where DLC would always cook with all maps regardless of which maps were specified.
Change 3596795 by Jonathan.Fitzpatrick
Back out changelist 3596776
Change 3596816 by Jonathan.Fitzpatrick
Moved the DLC map check ahead of the "no maps found" condition so that include-all-maps can be skipped if DLC maps are found.
Change 3604282 by Ben.Marsh
UBT: Add support for pre-build and post-build steps when using MegaXGE.
Change 3606862 by Ben.Marsh
Fix missing header guard warning.
Change 3611644 by Ben.Woodhouse
Integrate from //UE4/Main/...@3610522 to //UE4/Dev-Console/...
Change 3614089 by Joe.Barnes
Call GRHICommandList.LatchBypass() after variables it checks are set.
#jira ue-48130
Change 3617783 by Daniel.Eldar
Headers for the HDR changes (they are pre-requisites for compilation).
Integrated from:
//UE4/Partner-Microsoft-DX12/Engine/Source/ThirdParty/Windows/DirectX/...
to //UE4/Dev-Console/Engine/Source/ThirdParty/Windows/DirectX/...
#jira UECON-226
Change 3619117 by Ben.Woodhouse
Integrate from //UE4/Main/...@3617655 to //UE4/Dev-Console/...
Change 3619123 by Ben.Woodhouse
Integrate from //UE4/Main/...@3618361 to //UE4/Dev-Console/...
Change 3619603 by Stewart.Lynch
Merging
//Fortnite/Dev-Athena/Engine/Source/Runtime/Engine/Private/Materials/MaterialInstanceConstant.cpp
to //UE4/Dev-Console/Engine/Source/Runtime/Engine/Private/Materials/MaterialInstanceConstant.cpp
Changed UMaterialInstance::PostLoad(); to Super::PostLoad();
Change 3619608 by Stewart.Lynch
Merging
//Fortnite/Dev-Athena/Engine/Source/Runtime/...
to //UE4/Dev-Console/Engine/Source/Runtime/...
LLM update
* made sure that all csv stat tracking is disabled if running without -LLMCSV
* added new UObject scopes
* increased LLM_MAX_THREAD_SCOPE_STACK_DEPTH to 128 to cope with new UObject scopes
* added material scopes
* changed UMaterialInstance::PostLoad(); to Super::PostLoad();
Change 3619634 by Stewart.Lynch
Merging
//Fortnite/Main/...
to //UE4/Dev-Console/...
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llm tracking for CPU symbol allocations (20MB)
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
Change 3619642 by Stewart.Lynch
Merging
//Fortnite/Main/Engine/Source/Runtime/Core/...
to //UE4/Dev-Console/Engine/Source/Runtime/Core/...
Windows builds were incorrectly showing the debug memory enabled warning. Made IsDebugMemoryEnabled always return false on Windows.
Change 3619799 by Luke.Thatcher
[CONSOLE] [-] Disable peak memory tracking in LLM.
Change 3619809 by Luke.Thatcher
[CONSOLE] [^] Merging CL 3580894 from //Fortnite/Main/... to //UE4/Dev-Console/...
- Add Render Target Pool Stats. Use "stat rendertargetpool" to view.
Change 3619928 by Luke.Thatcher
[CONSOLE] [^] Enable symbol compression on symstore task (Merging CL 3606945 from //Fortnite/Main/... to //UE4/Dev-Console/...)
Change 3620571 by Keith.Judge
Double the size of the occlusion query buffer in D3D12. This costs 256KB of memory.
We need to refactor this in future to resize according to content on demand like D3D11.x.
#jira FORT-53103
#jira FORT-53119
Change 3622419 by Daniel.Eldar
[General] Fix for occasional ensure to do with retriving the new cvar value.
#JIRA UE-46644
Change 3622491 by Daniel.Eldar
[General] Added support for scaling on stat unit and unitgraph.
#JIRA UE-46644
Change 3622610 by Daniel.Eldar
[General] Fixed a compilation warning
Change 3624659 by Ben.Woodhouse
Integrate from //UE4/Main/...@3624175 to //UE4/Dev-Console/...
Change 3624678 by Ben.Woodhouse
Integrate from //UE4/Main/...@3624415 to //UE4/Dev-Console/...
Change 3624878 by Ben.Woodhouse
Integrate as edit CLs 3611835 3611844 3616942 3617607
Descriptor heap memory fix (saves up to ~100MB).
* Fix a bug where rolling over a thread-local heap immediately after switching to context-local would crash due to an uninitialized syncpoint
* Add a separate value for context local heaps (LOCAL_HEAP_SIZE) and set it to a sensible value (2MB) instead of the current 16MB. This means thread local heaps will be allocated in chunks of ~2MB instead of 16MB. There can be up to 6 thread-local heaps, since they're per-context.
Measured peak descriptor heap memory with LLM: 45MB (compared to 145MB previously)
This improves behaviour, but this code could use a bit of a rewrite to allow it to reclaim memory better. For example, the global heap memory is almost entirely wasted currently, since when a context switches to "context local strategy" it simply throws this memory away, never to be reclaimed. Having the pools thread-local is also not a good strategy. Ideally we want a thread-safe pool allocator for descriptor heaps which is shared between all the contexts .
Change 3624882 by Ben.Woodhouse
Fix virtual destructor warning in D3DX12.h
Change 3626419 by Stewart.Lynch
Merging
//Fortnite/Main/...
to //UE4/Dev-Console/...
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
#jira UECON-264
Change 3626906 by Joe.Barnes
Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
Change 3628045 by Stewart.Lynch
Merging
//Fortnite/Main/Engine/Source/Runtime/Core/...
to //UE4/Dev-Console/Engine/Source/Runtime/Core/...
LLM - enabled LLM on Windows
* fixed crash in FLLMObjectAllocator destructor. Only happens on Windows shutdown.
* changed Align to AlignArbitrary in LLMArray. Small memory saving.
* clear ThreadStateAllocator in FLLMTracker::Clear(). Small memory saving
* set program size to zero on windows because it isn't relevant
#jira UECON-282
Change 3632279 by Ben.Woodhouse
Back out changelist 3619862
#jira UE-49472
[CL 3632432 by Joe Barnes in Main branch]
2017-09-07 22:18:47 -04:00
SET_MEMORY_STAT ( STAT_RenderTargetPoolSize , int64 ( SizeKB ) * 1024ll ) ;
SET_MEMORY_STAT ( STAT_RenderTargetPoolUsed , int64 ( UsedKB ) * 1024ll ) ;
SET_DWORD_STAT ( STAT_RenderTargetPoolCount , Count ) ;
# endif // STATS
2014-04-23 19:52:11 -04:00
}
int32 FRenderTargetPool : : FindIndex ( IPooledRenderTarget * In ) const
{
2023-08-25 12:36:19 -04:00
UE : : TScopeLock Lock ( Mutex ) ;
2014-04-23 19:52:11 -04:00
2019-09-14 09:45:25 -04:00
if ( In )
2014-04-23 19:52:11 -04:00
{
2019-09-14 09:45:25 -04:00
for ( uint32 i = 0 , Num = ( uint32 ) PooledRenderTargets . Num ( ) ; i < Num ; + + i )
2014-04-23 19:52:11 -04:00
{
const FPooledRenderTarget * Element = PooledRenderTargets [ i ] ;
2019-09-14 09:45:25 -04:00
if ( Element = = In )
2014-04-23 19:52:11 -04:00
{
return i ;
}
}
}
// not found
return - 1 ;
2014-03-14 14:13:41 -04:00
}
2020-09-24 00:43:27 -04:00
void FRenderTargetPool : : FreeElementAtIndex ( int32 Index )
{
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
PooledRenderTargets [ Index ] = 0 ;
PooledRenderTargetHashes [ Index ] = 0 ;
}
2014-03-14 14:13:41 -04:00
void FRenderTargetPool : : FreeUnusedResource ( TRefCountPtr < IPooledRenderTarget > & In )
{
2023-08-25 12:36:19 -04:00
UE : : TScopeLock Lock ( Mutex ) ;
2020-09-24 00:43:27 -04:00
2014-04-23 19:52:11 -04:00
int32 Index = FindIndex ( In ) ;
2014-03-14 14:13:41 -04:00
2019-09-14 09:45:25 -04:00
if ( Index ! = - 1 )
2014-03-14 14:13:41 -04:00
{
2014-04-23 19:52:11 -04:00
FPooledRenderTarget * Element = PooledRenderTargets [ Index ] ;
2014-03-14 14:13:41 -04:00
2020-09-01 14:07:48 -04:00
// Ref count will always be at least 2
ensure ( Element - > GetRefCount ( ) > = 2 ) ;
In = nullptr ;
if ( Element - > IsFree ( ) )
2014-03-14 14:13:41 -04:00
{
AllocationLevelInKB - = ComputeSizeInKB ( * Element ) ;
2022-04-22 17:11:57 -04:00
TRACE_COUNTER_SUBTRACT ( RenderTargetPoolCount , 1 ) ;
TRACE_COUNTER_SET ( RenderTargetPoolSize , ( int64 ) AllocationLevelInKB * 1024 ) ;
2014-03-14 14:13:41 -04:00
// we assume because of reference counting the resource gets released when not needed any more
2015-09-21 20:07:00 -04:00
DeferredDeleteArray . Add ( PooledRenderTargets [ Index ] ) ;
2020-09-24 00:43:27 -04:00
FreeElementAtIndex ( Index ) ;
2014-03-14 14:13:41 -04:00
}
}
}
void FRenderTargetPool : : FreeUnusedResources ( )
{
2023-08-25 12:36:19 -04:00
UE : : TScopeLock Lock ( Mutex ) ;
2014-03-14 14:13:41 -04:00
2019-09-14 09:45:25 -04:00
for ( uint32 i = 0 , Num = ( uint32 ) PooledRenderTargets . Num ( ) ; i < Num ; + + i )
2014-03-14 14:13:41 -04:00
{
FPooledRenderTarget * Element = PooledRenderTargets [ i ] ;
2019-09-14 09:45:25 -04:00
if ( Element & & Element - > IsFree ( ) )
2014-03-14 14:13:41 -04:00
{
AllocationLevelInKB - = ComputeSizeInKB ( * Element ) ;
2022-04-22 17:11:57 -04:00
TRACE_COUNTER_SUBTRACT ( RenderTargetPoolCount , 1 ) ;
TRACE_COUNTER_SET ( RenderTargetPoolSize , ( int64 ) AllocationLevelInKB * 1024 ) ;
2014-03-14 14:13:41 -04:00
// we assume because of reference counting the resource gets released when not needed any more
2014-04-23 19:52:11 -04:00
// we don't use Remove() to not shuffle around the elements for better transparency on RenderTargetPoolEvents
2015-09-21 20:07:00 -04:00
DeferredDeleteArray . Add ( PooledRenderTargets [ i ] ) ;
2020-09-24 00:43:27 -04:00
FreeElementAtIndex ( i ) ;
2014-03-14 14:13:41 -04:00
}
}
}
void FRenderTargetPool : : DumpMemoryUsage ( FOutputDevice & OutputDevice )
{
2023-08-25 12:36:19 -04:00
UE : : TScopeLock Lock ( Mutex ) ;
2020-11-24 18:42:39 -04:00
uint32 UnusedAllocationInKB = 0 ;
2014-03-14 14:13:41 -04:00
OutputDevice . Logf ( TEXT ( " Pooled Render Targets: " ) ) ;
2019-09-14 09:45:25 -04:00
for ( int32 i = 0 ; i < PooledRenderTargets . Num ( ) ; + + i )
2014-03-14 14:13:41 -04:00
{
FPooledRenderTarget * Element = PooledRenderTargets [ i ] ;
2014-04-23 19:52:11 -04:00
2019-09-14 09:45:25 -04:00
if ( Element )
2014-04-23 19:52:11 -04:00
{
2020-11-24 18:42:39 -04:00
uint32 ElementAllocationInKB = ComputeSizeInKB ( * Element ) ;
if ( Element - > UnusedForNFrames > 2 )
{
UnusedAllocationInKB + = ElementAllocationInKB ;
}
2014-04-23 19:52:11 -04:00
OutputDevice . Logf (
2022-01-13 17:56:22 -05:00
TEXT ( " %6.3fMB %4dx%4d%s%s %2dmip(s) %s (%s) Unused frames: %d " ) ,
2020-11-24 18:42:39 -04:00
ElementAllocationInKB / 1024.0f ,
2014-04-23 19:52:11 -04:00
Element - > Desc . Extent . X ,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
Element - > Desc . Extent . Y ,
2014-04-23 19:52:11 -04:00
Element - > Desc . Depth > 1 ? * FString : : Printf ( TEXT ( " x%3d " ) , Element - > Desc . Depth ) : ( Element - > Desc . IsCubemap ( ) ? TEXT ( " cube " ) : TEXT ( " " ) ) ,
Element - > Desc . bIsArray ? * FString : : Printf ( TEXT ( " [%3d] " ) , Element - > Desc . ArraySize ) : TEXT ( " " ) ,
Element - > Desc . NumMips ,
Element - > Desc . DebugName ,
Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3632338)
#rb none
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3443778 by Ben.Woodhouse
Aliasing for transient resources + new high level API
Changelists integrated:
3368830
3368887
3377762
3377763
3379513
3381840
3382046
3382138
3385390
3385391
3385531
3396613
3388752
3396756
3397007
3397059
3397780
3397883
3401716
3415179
Change 3576521 by Bart.Hawthorne
ShooterGame - update the game instance's online mode when the LAN option is changed
Change 3587252 by Ben.Woodhouse
Integrate from //UE4/Main/...@3584123 to //UE4/Dev-Console/...
Change 3587943 by Luke.Thatcher
[CONSOLE] [+] Improved XGE shader compiler
- Added support for XGE interception interface, which allows asynchronous streaming of shader tasks into XGE, and eliminates the stalling/flushing found in the old system.
- Old system has been renamed "Xml interface"
- Both systems are available and selectable based on r.XGEShaderCompile.Mode CVar.
Overview of the new system:
- New system uses an additional XGEControlWorker process to manage communication between the engine and XGE. This is simply a copy of ShaderCompileWorker.exe (the implementation is part of SCW, but XGE requires the two files to be separate, hence the duplicate).
- When shader jobs arrive from the engine, the shader compiler thread spawns an instance of XGEControlWorker within an XGE context, and connects to it via named pipes.
- Job command lines are fed to the control worker via the pipe, which the worker enqueues within XGE by issuing a CreateProcess call, which is intercepted. Job completion is reported back to the engine via the named pipes.
- New system is preferred over the old one, and is enabled with "-xgeshadercompile" command line switch or "r.XGEShaderCompile" cvar.
- The new system depends on the "XGEController" engine module. Support for which is based on the WITH_XGE_CONTROLLER #define, or -xgecontroller/-noxgecontroller command line options.
#jira UECON-263
Change 3590037 by Luke.Thatcher
[CONSOLE] [!] Fix compile/link errors with XGE controller module
- Various unity related fixes needed.
Change 3590047 by Luke.Thatcher
[CONSOLE] [!] Compile XGE controller module for Editor builds only
- The module should only be used in uncooked, non-monolitic binaries (i.e. the editor).
Change 3594074 by Luke.Thatcher
[CONSOLE] [!] Fix Linux build - case sensitive header include was wrong in XGEControllerModule.cpp
Change 3596292 by Luke.Thatcher
[CONSOLE] [!] Actually fix unity/nopch build errors in XGE Controller!
Change 3596776 by Jonathan.Fitzpatrick
cherry pick CL 3595292
cooker change which fixes a condition where DLC would always cook with all maps regardless of which maps were specified.
Change 3596795 by Jonathan.Fitzpatrick
Back out changelist 3596776
Change 3596816 by Jonathan.Fitzpatrick
Moved the DLC map check ahead of the "no maps found" condition so that include-all-maps can be skipped if DLC maps are found.
Change 3604282 by Ben.Marsh
UBT: Add support for pre-build and post-build steps when using MegaXGE.
Change 3606862 by Ben.Marsh
Fix missing header guard warning.
Change 3611644 by Ben.Woodhouse
Integrate from //UE4/Main/...@3610522 to //UE4/Dev-Console/...
Change 3614089 by Joe.Barnes
Call GRHICommandList.LatchBypass() after variables it checks are set.
#jira ue-48130
Change 3617783 by Daniel.Eldar
Headers for the HDR changes (they are pre-requisites for compilation).
Integrated from:
//UE4/Partner-Microsoft-DX12/Engine/Source/ThirdParty/Windows/DirectX/...
to //UE4/Dev-Console/Engine/Source/ThirdParty/Windows/DirectX/...
#jira UECON-226
Change 3619117 by Ben.Woodhouse
Integrate from //UE4/Main/...@3617655 to //UE4/Dev-Console/...
Change 3619123 by Ben.Woodhouse
Integrate from //UE4/Main/...@3618361 to //UE4/Dev-Console/...
Change 3619603 by Stewart.Lynch
Merging
//Fortnite/Dev-Athena/Engine/Source/Runtime/Engine/Private/Materials/MaterialInstanceConstant.cpp
to //UE4/Dev-Console/Engine/Source/Runtime/Engine/Private/Materials/MaterialInstanceConstant.cpp
Changed UMaterialInstance::PostLoad(); to Super::PostLoad();
Change 3619608 by Stewart.Lynch
Merging
//Fortnite/Dev-Athena/Engine/Source/Runtime/...
to //UE4/Dev-Console/Engine/Source/Runtime/...
LLM update
* made sure that all csv stat tracking is disabled if running without -LLMCSV
* added new UObject scopes
* increased LLM_MAX_THREAD_SCOPE_STACK_DEPTH to 128 to cope with new UObject scopes
* added material scopes
* changed UMaterialInstance::PostLoad(); to Super::PostLoad();
Change 3619634 by Stewart.Lynch
Merging
//Fortnite/Main/...
to //UE4/Dev-Console/...
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llm tracking for CPU symbol allocations (20MB)
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
Change 3619642 by Stewart.Lynch
Merging
//Fortnite/Main/Engine/Source/Runtime/Core/...
to //UE4/Dev-Console/Engine/Source/Runtime/Core/...
Windows builds were incorrectly showing the debug memory enabled warning. Made IsDebugMemoryEnabled always return false on Windows.
Change 3619799 by Luke.Thatcher
[CONSOLE] [-] Disable peak memory tracking in LLM.
Change 3619809 by Luke.Thatcher
[CONSOLE] [^] Merging CL 3580894 from //Fortnite/Main/... to //UE4/Dev-Console/...
- Add Render Target Pool Stats. Use "stat rendertargetpool" to view.
Change 3619928 by Luke.Thatcher
[CONSOLE] [^] Enable symbol compression on symstore task (Merging CL 3606945 from //Fortnite/Main/... to //UE4/Dev-Console/...)
Change 3620571 by Keith.Judge
Double the size of the occlusion query buffer in D3D12. This costs 256KB of memory.
We need to refactor this in future to resize according to content on demand like D3D11.x.
#jira FORT-53103
#jira FORT-53119
Change 3622419 by Daniel.Eldar
[General] Fix for occasional ensure to do with retriving the new cvar value.
#JIRA UE-46644
Change 3622491 by Daniel.Eldar
[General] Added support for scaling on stat unit and unitgraph.
#JIRA UE-46644
Change 3622610 by Daniel.Eldar
[General] Fixed a compilation warning
Change 3624659 by Ben.Woodhouse
Integrate from //UE4/Main/...@3624175 to //UE4/Dev-Console/...
Change 3624678 by Ben.Woodhouse
Integrate from //UE4/Main/...@3624415 to //UE4/Dev-Console/...
Change 3624878 by Ben.Woodhouse
Integrate as edit CLs 3611835 3611844 3616942 3617607
Descriptor heap memory fix (saves up to ~100MB).
* Fix a bug where rolling over a thread-local heap immediately after switching to context-local would crash due to an uninitialized syncpoint
* Add a separate value for context local heaps (LOCAL_HEAP_SIZE) and set it to a sensible value (2MB) instead of the current 16MB. This means thread local heaps will be allocated in chunks of ~2MB instead of 16MB. There can be up to 6 thread-local heaps, since they're per-context.
Measured peak descriptor heap memory with LLM: 45MB (compared to 145MB previously)
This improves behaviour, but this code could use a bit of a rewrite to allow it to reclaim memory better. For example, the global heap memory is almost entirely wasted currently, since when a context switches to "context local strategy" it simply throws this memory away, never to be reclaimed. Having the pools thread-local is also not a good strategy. Ideally we want a thread-safe pool allocator for descriptor heaps which is shared between all the contexts .
Change 3624882 by Ben.Woodhouse
Fix virtual destructor warning in D3DX12.h
Change 3626419 by Stewart.Lynch
Merging
//Fortnite/Main/...
to //UE4/Dev-Console/...
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
#jira UECON-264
Change 3626906 by Joe.Barnes
Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
Change 3628045 by Stewart.Lynch
Merging
//Fortnite/Main/Engine/Source/Runtime/Core/...
to //UE4/Dev-Console/Engine/Source/Runtime/Core/...
LLM - enabled LLM on Windows
* fixed crash in FLLMObjectAllocator destructor. Only happens on Windows shutdown.
* changed Align to AlignArbitrary in LLMArray. Small memory saving.
* clear ThreadStateAllocator in FLLMTracker::Clear(). Small memory saving
* set program size to zero on windows because it isn't relevant
#jira UECON-282
Change 3632279 by Ben.Woodhouse
Back out changelist 3619862
#jira UE-49472
[CL 3632432 by Joe Barnes in Main branch]
2017-09-07 22:18:47 -04:00
GPixelFormats [ Element - > Desc . Format ] . Name ,
2020-11-24 18:42:39 -04:00
Element - > UnusedForNFrames
2020-09-24 00:43:27 -04:00
) ;
2014-04-23 19:52:11 -04:00
}
2014-03-14 14:13:41 -04:00
}
2020-09-24 00:43:27 -04:00
uint32 NumTargets = 0 ;
uint32 UsedKB = 0 ;
uint32 PoolKB = 0 ;
GetStats ( NumTargets , PoolKB , UsedKB ) ;
2020-11-24 18:42:39 -04:00
OutputDevice . Logf ( TEXT ( " %.3fMB total, %.3fMB used, %.3fMB unused, %d render targets " ) , PoolKB / 1024.f , UsedKB / 1024.f , UnusedAllocationInKB / 1024.f , NumTargets ) ;
2019-03-20 08:01:51 -04:00
uint32 DeferredTotal = 0 ;
OutputDevice . Logf ( TEXT ( " Deferred Render Targets: " ) ) ;
for ( int32 i = 0 ; i < DeferredDeleteArray . Num ( ) ; + + i )
{
FPooledRenderTarget * Element = DeferredDeleteArray [ i ] ;
if ( Element )
{
OutputDevice . Logf (
2022-01-13 17:56:22 -05:00
TEXT ( " %6.3fMB %4dx%4d%s%s %2dmip(s) %s (%s) " ) ,
2019-03-20 08:01:51 -04:00
ComputeSizeInKB ( * Element ) / 1024.0f ,
Element - > Desc . Extent . X ,
Element - > Desc . Extent . Y ,
Element - > Desc . Depth > 1 ? * FString : : Printf ( TEXT ( " x%3d " ) , Element - > Desc . Depth ) : ( Element - > Desc . IsCubemap ( ) ? TEXT ( " cube " ) : TEXT ( " " ) ) ,
Element - > Desc . bIsArray ? * FString : : Printf ( TEXT ( " [%3d] " ) , Element - > Desc . ArraySize ) : TEXT ( " " ) ,
Element - > Desc . NumMips ,
Element - > Desc . DebugName ,
2022-01-13 17:56:22 -05:00
GPixelFormats [ Element - > Desc . Format ] . Name
2019-03-20 08:01:51 -04:00
) ;
uint32 SizeInKB = ComputeSizeInKB ( * Element ) ;
DeferredTotal + = SizeInKB ;
}
}
OutputDevice . Logf ( TEXT ( " %.3fMB Deferred total " ) , DeferredTotal / 1024.f ) ;
2014-03-14 14:13:41 -04:00
}
2023-06-09 12:58:33 -04:00
void FRenderTargetPool : : ReleaseRHI ( )
2014-03-14 14:13:41 -04:00
{
2023-08-25 12:36:19 -04:00
UE : : TScopeLock Lock ( Mutex ) ;
2021-03-03 12:56:07 -04:00
DeferredDeleteArray . Empty ( ) ;
2014-03-14 14:13:41 -04:00
PooledRenderTargets . Empty ( ) ;
2015-05-29 10:47:57 -04:00
}
2014-03-14 14:13:41 -04:00
// for debugging purpose
FPooledRenderTarget * FRenderTargetPool : : GetElementById ( uint32 Id ) const
{
// is used in game and render thread
2019-09-14 09:45:25 -04:00
if ( Id > = ( uint32 ) PooledRenderTargets . Num ( ) )
2014-03-14 14:13:41 -04:00
{
return 0 ;
}
return PooledRenderTargets [ Id ] ;
}
2014-04-23 19:52:11 -04:00
void FRenderTargetPool : : CompactPool ( )
{
2021-08-03 11:56:47 -04:00
for ( uint32 i = 0 , Num = ( uint32 ) PooledRenderTargets . Num ( ) ; i < Num ; )
2014-04-23 19:52:11 -04:00
{
FPooledRenderTarget * Element = PooledRenderTargets [ i ] ;
2019-09-14 09:45:25 -04:00
if ( ! Element )
2014-04-23 19:52:11 -04:00
{
PooledRenderTargets . RemoveAtSwap ( i ) ;
2020-09-24 00:43:27 -04:00
PooledRenderTargetHashes . RemoveAtSwap ( i ) ;
2014-04-23 19:52:11 -04:00
- - Num ;
}
2021-08-03 11:56:47 -04:00
else
{
+ + i ;
}
2014-04-23 19:52:11 -04:00
}
}
2014-03-14 14:13:41 -04:00
bool FPooledRenderTarget : : OnFrameStart ( )
{
// If there are any references to the pooled render target other than the pool itself, then it may not be freed.
2019-09-14 09:45:25 -04:00
if ( ! IsFree ( ) )
2014-03-14 14:13:41 -04:00
{
check ( ! UnusedForNFrames ) ;
return false ;
}
+ + UnusedForNFrames ;
// this logic can be improved
2019-09-14 09:45:25 -04:00
if ( UnusedForNFrames > 10 )
2014-03-14 14:13:41 -04:00
{
// release
return true ;
}
return false ;
}
uint32 FPooledRenderTarget : : ComputeMemorySize ( ) const
{
uint32 Size = 0 ;
2022-01-13 17:56:22 -05:00
if ( Desc . Is2DTexture ( ) )
2014-03-14 14:13:41 -04:00
{
2022-01-13 17:56:22 -05:00
Size + = RHIComputeMemorySize ( RenderTargetItem . TargetableTexture ) ;
if ( RenderTargetItem . ShaderResourceTexture ! = RenderTargetItem . TargetableTexture )
2014-03-14 14:13:41 -04:00
{
2022-01-13 17:56:22 -05:00
Size + = RHIComputeMemorySize ( RenderTargetItem . ShaderResourceTexture ) ;
2015-05-29 10:47:57 -04:00
}
2022-01-13 17:56:22 -05:00
}
else if ( Desc . Is3DTexture ( ) )
{
Size + = RHIComputeMemorySize ( RenderTargetItem . TargetableTexture ) ;
if ( RenderTargetItem . ShaderResourceTexture ! = RenderTargetItem . TargetableTexture )
2015-05-29 10:47:57 -04:00
{
2022-01-13 17:56:22 -05:00
Size + = RHIComputeMemorySize ( RenderTargetItem . ShaderResourceTexture ) ;
2015-05-29 10:47:57 -04:00
}
2022-01-13 17:56:22 -05:00
}
else
{
Size + = RHIComputeMemorySize ( RenderTargetItem . TargetableTexture ) ;
if ( RenderTargetItem . ShaderResourceTexture ! = RenderTargetItem . TargetableTexture )
2015-05-29 10:47:57 -04:00
{
2022-01-13 17:56:22 -05:00
Size + = RHIComputeMemorySize ( RenderTargetItem . ShaderResourceTexture ) ;
2014-03-14 14:13:41 -04:00
}
}
return Size ;
}
bool FPooledRenderTarget : : IsFree ( ) const
{
2016-06-20 16:57:06 -04:00
uint32 RefCount = GetRefCount ( ) ;
check ( RefCount > = 1 ) ;
2014-03-14 14:13:41 -04:00
// If the only reference to the pooled render target is from the pool, then it's unused.
2021-03-03 12:56:07 -04:00
return RefCount = = 1 ;
2023-01-27 14:54:10 -05:00
}