14 Commits

Author SHA1 Message Date
zach bethel
369db70ac7 Hand-integration of ERenderGraphPassFlags enum rename.
#jira none
#rb none

[CL 7461344 by zach bethel in 4.23 branch]
2019-07-19 14:18:50 -04:00
Rolando Caloca
aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00
guillaume abadie
f637170e5a Fixes a shadow variable warning in visualize texture.
#rb none
#jira UE-69987

#ROBOMERGE-SOURCE: CL 4981907 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4981908 by guillaume abadie in Main branch]
2019-02-13 09:19:48 -05:00
guillaume abadie
276c612bfc Fixes vis SceneDepthZ by hacking the SRV creating in the pass lambda
This hack is motivated because the render target pool and render graph requires to much work for 4.22 to supporting arbitrary SRV creation for a FRDGTexture properly.

#rb none
[FYI] daniel.wright
#jira UE-69715

#ROBOMERGE-SOURCE: CL 4979860 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4979862 by guillaume abadie in Main branch]
2019-02-12 20:40:29 -05:00
Guillaume Abadie
d1e6c6626e Adds missing viewport FIntRect on FPixelShaderUtils::AddFullscreenPass()
#rb none

[CL 4902066 by Guillaume Abadie in Dev-Rendering branch]
2019-02-05 14:52:02 -05:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Rolando Caloca
1c9ffe06d9 DR - Revert all the float3->float4 conversions. Will fix properly on hlslcc
#rb none
#rnx

[CL 4662040 by Rolando Caloca in Dev-Rendering branch]
2018-12-14 11:54:34 -05:00
Marcus Wassmer
b5d7db3689 Copying //UE4/Dev-Rendering-HLR@4650617 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4651635 by Marcus Wassmer in Dev-Rendering branch]
2018-12-11 22:25:04 -05:00
Rolando Caloca
5d68d173f8 DR - Undo 4590384
Some float3's have to be converted to float4's in the new resource tables due to hlslcc limitations
#rb Marcus.Wassmer
#rnx
#lockdown Marcus.Wassmer

[CL 4601827 by Rolando Caloca in Dev-Rendering branch]
2018-11-28 08:09:42 -05:00
Guillaume Abadie
efb4d7930f Renames DummyRenderResources.h to CommonRenderResources.h
#rb marcus.wassmer, rolando.caloca
#lockdown marcus.wassmer

[CL 4593150 by Guillaume Abadie in Dev-Rendering branch]
2018-11-26 14:37:45 -05:00
Guillaume Abadie
67588108b9 Cherry-pick 4588285: Renames render graph builder's GetInternalTexture to QueueTextureExtraction
#rb daniel.wright

[CL 4588849 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 21:22:10 -05:00
Guillaume Abadie
5d9f5a9ea2 Cherry-pick 4542242: Changes FRDGBuilder::CreateParameters() to FRDGBuilder::AllocParameters()
#rb brian.karis

[CL 4588771 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 20:40:24 -05:00
Guillaume Abadie
207c6c0d02 Cherry-pick 4530038: Implements render graph event names and scopes to allow more precise pass name when debugging and hierarching pass names in GPU capture.
#rb brian.karis

[CL 4588763 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 20:33:41 -05:00
Guillaume Abadie
d123ff35c9 Cherry-pick 4529073: Adds support for the visualize texture tool in render graph.
This split the GVisualizeTexture in two:
* first part that capture any texture using a pixel shader, implemented using render pass, that render graph can just automatically insert where needed;
* Second part to present on screem still in Renderer module, because using things like FCanvas, requiring

Depth buffer visualization is broken, because needs to have more functionality in FRDGTextureSRVDesc.

#rb none

[CL 4588745 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 20:22:47 -05:00