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Merge from Release-Engine-Staging @ 16579919
This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576 [CL 16581170 by aurel cordonnier in ue5-release-engine-test branch]
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@@ -4814,7 +4814,7 @@ static inline void BeginFrameRenderThread(FRHICommandListImmediate& RHICmdList,
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RHICmdList.EnqueueLambda([CurrentFrameCounter](FRHICommandListImmediate& InRHICmdList)
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{
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GEngine->SetRenderLatencyMarkerStart(CurrentFrameCounter);
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GEngine->SetRenderSubmitLatencyMarkerStart(CurrentFrameCounter);
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});
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}
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@@ -4823,7 +4823,7 @@ static inline void EndFrameRenderThread(FRHICommandListImmediate& RHICmdList, ui
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{
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RHICmdList.EnqueueLambda([CurrentFrameCounter](FRHICommandListImmediate& InRHICmdList)
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{
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GEngine->SetRenderLatencyMarkerEnd(CurrentFrameCounter);
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GEngine->SetRenderSubmitLatencyMarkerEnd(CurrentFrameCounter);
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});
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FCoreDelegates::OnEndFrameRT.Broadcast();
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@@ -4953,7 +4953,7 @@ void FEngineLoop::Tick()
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{
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QUICK_SCOPE_CYCLE_COUNTER(STAT_FEngineLoop_UpdateTimeAndHandleMaxTickRate);
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GEngine->UpdateTimeAndHandleMaxTickRate();
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GEngine->SetGameLatencyMarkerStart(CurrentFrameCounter);
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GEngine->SetSimulationLatencyMarkerStart(CurrentFrameCounter);
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}
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for (const FWorldContext& Context : GEngine->GetWorldContexts())
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@@ -5039,6 +5039,8 @@ void FEngineLoop::Tick()
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// will pass us messages instead.
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if (!GUELibraryOverrideSettings.bIsEmbedded)
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{
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GEngine->SetInputSampleLatencyMarker(CurrentFrameCounter);
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//QUICK_SCOPE_CYCLE_COUNTER(STAT_PumpMessages);
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FPlatformApplicationMisc::PumpMessages(true);
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}
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@@ -5285,9 +5287,19 @@ void FEngineLoop::Tick()
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RHITick( FApp::GetDeltaTime() ); // Update RHI.
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}
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// We need to set this marker before EndFrameRenderThread is enqueued.
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// If multithreaded rendering is off, it can cause a bad ordering of game and rendering markers.
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GEngine->SetSimulationLatencyMarkerEnd(CurrentFrameCounter);
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// Increment global frame counter. Once for each engine tick.
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GFrameCounter++;
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ENQUEUE_RENDER_COMMAND(FrameCounter)(
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[CurrentFrameCounter = GFrameCounter](FRHICommandListImmediate& RHICmdList)
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{
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GFrameCounterRenderThread = CurrentFrameCounter;
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});
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// Disregard first few ticks for total tick time as it includes loading and such.
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if (GFrameCounter > 6)
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{
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@@ -5343,10 +5355,6 @@ void FEngineLoop::Tick()
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}
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#endif
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// We need to set this marker before EndFrameRenderThread is enqueued.
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// If multithreaded rendering is off, it can cause a bad ordering of game and rendering markers.
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GEngine->SetGameLatencyMarkerEnd(CurrentFrameCounter);
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// end of RHI frame
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ENQUEUE_RENDER_COMMAND(EndFrame)(
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[CurrentFrameCounter](FRHICommandListImmediate& RHICmdList)
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