135 Commits

Author SHA1 Message Date
aleksander netzel
ce7c1c7c32 Disable bindless for raytracing on Windows due to issues on AMD.
#rb chris.waters
#jira UE-192293

[CL 27121831 by aleksander netzel in 5.3 branch]
2023-08-15 17:32:53 -04:00
michael wanderson
032abfa184 Undo //UE5/Release-5.3/Engine/... changelist 26152902, this removes the per app SDK version changes accidentally cherry-picked into 5.3.
#rb josh.adams

[CL 26218519 by michael wanderson in 5.3 branch]
2023-06-23 16:40:50 -04:00
calvin zheng
3f9b3b622b - Moved SDK versions (MainVersion and Min/Max SDK version) from C# strings to SDK.json files in the Platform's Config folder
- Allow for per-project override in a project's platform's config folder (this is merging with my other work on per-project SDKs and validation of multi-target builds)
- More versions will move over after this
#rb david.harvey


#[robomerge][bot5] -FNMain

#ushell-cherrypick of 26150552 by josh.adams

[CL 26152902 by calvin zheng in 5.3 branch]
2023-06-21 12:34:18 -04:00
serge bernier
cb29e2d03d Fix global usage of all cvars related to shader pipelines:
r.ShaderPipelines
r.Material.ExcludeNonPipelinedShaders

Both cvars are currently disable on WindowsEngine.ini which make them also disable when we cook for consoles. ExcludeNonPipelinedShaderTypes is currently used only at cooking time when we compile shaders which is currently returning false, since the value is disabled on windows. Making those cvars use FShaderPlatformCachedIniValue, will allow to have specific platform value when cooking for a specific target. Moving r.Material.ExcludeNonPipelinedShaders to the defaultengine.ini file to keep it disable for the moment and not affecting shader key string. Will enable it progressively on console later.


r.Shaders.RemoveUnusedInterpolators

Make that cvar platform agnostic, since it will be used in on other consoles eventually. Platforms supporting the stripping of unused interpolators will check the same flag (CFLAG_ForceRemoveUnusedInterpolators) to enable it. Since windows can run opengl, and stripping is not supported on that shader platform, add extra logic to exclude the flag.

-Make the RHISupportsShaderPipelines function access a real DDPI attribute and not just test if we are not on mobile. Will need this to be able to have stripping unused shader interpolators on Switch.

[REVIEW] Laura.Hermanns

[CL 26038736 by serge bernier in 5.3 branch]
2023-06-16 02:51:55 -04:00
florent guinier
7d5cb9e6ca NNE Only compile HLSL runtime shaders on supported platform.
What:
* Add data support flag for NNE shaders so platforms can opt in to the NNERuntimeHlsl shaders compilation.

Tests:
* NNE smoke test + style transfer demo on: win64 editor, win64 packaged

#rb ue-nni
#rnx
#jira UE-184154
#preflight 6447d1e7c632d1e89bc818f6

[CL 25185875 by florent guinier in ue5-main branch]
2023-04-25 14:43:04 -04:00
Florin Pascu
cd8651734e UX: Remove user-visible ES31 editor references and replace with Mobile
#jira UE-134173
#rb Jack.Porter
#preflight 6447ac2e641e2c3cb4227930

[CL 25178065 by Florin Pascu in ue5-main branch]
2023-04-25 07:05:08 -04:00
Aaron McLeran
70e7c3734f Removing many vestigates of old audio engine code.
#rb Ryan.Mangin
#jira UE-144348
#preflight 6446e9d30206a6e20f49f2e7

[CL 25172786 by Aaron McLeran in ue5-main branch]
2023-04-24 18:22:37 -04:00
jeannoe morissette
75364b7008 VulkanRHI: Add VULKAN_SM6. Move features and requirements around to match what was done on d3d.
#rb arciel.rekman, carl.lloyd
#preflight 643996128901e5ef982dc887

[CL 25045731 by jeannoe morissette in ue5-main branch]
2023-04-14 14:26:06 -04:00
florin pascu
568b9363b7 Global Distance Field For Mobile
Remove bSupportsMobileDistanceField from DDSPI
#rb Dmitriy.Dyomin, Benjamin.Rouveyrol
#jira UE-103863
#preflight 642d669cf376ab43d2c75cec

[CL 24936564 by florin pascu in ue5-main branch]
2023-04-05 17:00:43 -04:00
Florin Pascu
4d6d00ad35 Set bSupportsClipDistance to false for OPENGL_PCES3_1 ShaderPlatform
#rb Dmitriy.Dyomin
#jira none
#preflight 641d5c2114423a492d1f8317

[CL 24776979 by Florin Pascu in ue5-main branch]
2023-03-24 04:34:17 -04:00
Brian Chrisman
a381e0b7c6 [Audio Capture] WASAPI device support for audio capture. (3 of 3)
#rb phil.popp
#jira UE-178166, UE-178167, UE-178169, UE-178180
#preflight 641a3a0fa6092dfb8d752a67

[CL 24756329 by Brian Chrisman in ue5-main branch]
2023-03-22 19:38:36 -04:00
Florin Pascu
345666d77f Volumetric Support For Mobile - disabled by default in DP
Removed bSupportsVolumetricFog from DDPI
#jira UE-157201
#rb Dmitriy.Dyomin
#preflight 64119df15819afacaff56035

[CL 24652571 by Florin Pascu in ue5-main branch]
2023-03-15 07:26:45 -04:00
ben hoffman
0ac2dd6744 Add a EHardwareDeviceSupportedFeatures and EHardwareDevicePrimaryType enums to hardware device identifiers.
These will allow hardware device identifiers to set flags for themselves to identify some common traits that they have, as well as check what kind of support they have. These are config flags, so if a game wants to change what they support for a given input device they can easily do so, as well as add in some custom hardware types if desired.

#jira UE-178452
#rb Michel.Champoux

#preflight 640643bc3206d45d202a6fc0

[CL 24529352 by ben hoffman in ue5-main branch]
2023-03-06 15:50:45 -05:00
christopher waters
be67f1c549 Changing GetBindlessConfiguration to not use FShaderSettingHelper for now since RHIParseBindlessConfiguration handles the non-empty CVar override correctly for these settings.
Turning bindless samplers back on for PC D3D RayTracing shaders.

#jira UE-171919
#preflight 63f6930826233b957f42b041
#rb chris.kulla

[CL 24372028 by christopher waters in ue5-main branch]
2023-02-22 18:02:28 -05:00
chris kulla
7b18f8fee0 RHI: Turn bindless samplers back off on windows as this appears to break path tracing
#fyi Christopher.Waters
#preflight 63efd94852460c3a1f521104

[CL 24290083 by chris kulla in ue5-main branch]
2023-02-17 15:43:14 -05:00
florin pascu
fbeaaad187 User friendly labels for Shader Preview Levels
#rb Gregory.Yepes
#preflight 63efae001d71bcd262fbf88d

[CL 24287942 by florin pascu in ue5-main branch]
2023-02-17 14:26:21 -05:00
christopher waters
87014d9ccf Allow configuration of Bindless on a per-format basis in configs.
- The config section is the DDSPI ShaderFormat of the shader platform
- BindlessResources and BindlessSamplers can be set independently
- The cvars still exist and will take precedence over the config settings.
- Renamed RHIGetBindlessResourcesConfiguration/RHIGetBindlessSamplersConfiguration to have the word "Runtime" in them to reflect that they should only be used at runtime and not when deciding if it's enabled for a shader.

#jira UE-171919
#rb jason.nadro, yuriy.odonnell, jeannoe.morissette
#preflight 63edaabd0a06073fef07655f

[CL 24282763 by christopher waters in ue5-main branch]
2023-02-17 11:01:24 -05:00
Yuriy ODonnell
505aa91ff3 Undo 23894521 - revert back to non-bindless samplers for DXR
* The CVar can't be used to enable bindless resources per platform

#rb christopher.waters
#preflight skip

[CL 23912269 by Yuriy ODonnell in ue5-main branch]
2023-01-30 13:26:03 -05:00
Yuriy ODonnell
0fee1ac082 Use bindless samplers for DXR on Windows by default
* The non-bindless code path is planned to be deprecated in the future engine release

#rb christopher.waters
#jira UE-171919
#preflight skip

[CL 23894521 by Yuriy ODonnell in ue5-main branch]
2023-01-27 18:20:23 -05:00
jamie hayes
b7b09e4688 - Add a flag to data-driven shader platform information that denotes platform support for mesh shaders that support outputting SV_ClipDistance.
- Disable Nanite mesh shader rasterization when r.AllowGlobalClipPlane=1 if the platform cannot support outputting the global clip plane clip distance from a mesh shader.

#rb rune.stubbe
#rnx
#preflight 63c95a34b0652247502cec7d

[CL 23773278 by jamie hayes in ue5-main branch]
2023-01-19 10:07:12 -05:00
wei liu
2aabe45ab3 Supports thin translucent with dual src blending if it's supported on mobile platform with DXC.
It's disabled on Android because some android devices don't support dual src blending, and it's disabled on IOS because it doesn't work with MRT.


#rb Dmitriy.Dyomin, Florin.Pascu
#preflight 6391f2e7c415e8dc78348c60

[CL 23448042 by wei liu in ue5-main branch]
2022-12-08 11:50:13 -05:00
Arciel Rekman
77f1a87106 Stereo mobile preview (UE-168931)
- Implemented for D3D11 and D3D12, as Mobile Multi View (MMV) fallback on both.

  High level summary / notable changes:
  - preview shader platforms will get the necessary properties from the desktop shader platforms used to display them
  - stereo render target manager will get informed which shader platform the engine is currently using
  - regularized somewhat what happens when the editor's preview platform changes (enabling/disabling and activating/deactivating). (Preview system is confusing because it's tri-state: preview platform can be set but not active, which is the same as it not being set). More code can be de-duplicated there.
  - Multiview will be considered disabled (for scene textures at least) if, despite ViewFamily requiring it, no View actually has it enabled.
  - Patched a bunch of shaders to account for texture array RTs used for MMV (and MMV fallback).


#rb Yuriy.ODonnell
#jira UE-168931
#review
#preflight 638a41d3976b1644cb68d21a

[CL 23377965 by Arciel Rekman in ue5-main branch]
2022-12-02 15:29:35 -05:00
ben hoffman
db9d155f2d Add per-platform input settings that let you specify Hardware Input devices that are available on each platform. This will also be where per-platform variables go for force feedback default values.
#jira UE-158883
#rb benjamin.fox
#preflight skip

[CL 23081738 by ben hoffman in ue5-main branch]
2022-11-10 12:10:40 -05:00
jeremy moore
f788d5ec3b #jira UE-166831
ComputeFramework: Disable on Vulkan platforms using DataDrivenPlatfomInfo
Do this until we fix user defined structures that don't obey Vulkan packing rules.
Avoids crashes on some drivers.
#preflight 6358533ea2609c2fae8b4d10

[CL 22798993 by jeremy moore in ue5-main branch]
2022-10-26 19:26:39 -04:00
christopher waters
d8b6c60a8e Allowing SM5 to support bindless only in RayTracing shaders.
#jira UE-162014
#rb elizabeth.baumel, yuriy.odonnell
#preflight 634456c66e400a8e20f57202

[CL 22458545 by christopher waters in ue5-main branch]
2022-10-11 11:19:10 -04:00