158 Commits

Author SHA1 Message Date
Joe Kirchoff
bf36bcb752 Ban all 14.39.x toolchains due to codegen issue when compiling for AVX arch
#jira UE-213137
#rb danny.couture

[CL 33209341 by Joe Kirchoff in 5.4 branch]
2024-04-24 15:18:05 -04:00
joe kirchoff
0cc55e78e9 Rollback preferred MSVC to 14.38
#rnx
#jira UE-210812

[CL 32673337 by joe kirchoff in 5.4 branch]
2024-04-02 13:50:38 -04:00
joe kirchoff
1c712067e7 Fix or suppress Clang 18 issues, support Intel compiler 2024.1
#jira UE-210910
#rb christopher.waters

[CL 32617832 by joe kirchoff in 5.4 branch]
2024-03-29 13:10:24 -04:00
joe kirchoff
f9a28a43fa Add msvc 14.39.x to preferred msvc toolchains
#jira UE-210669
#rb Josh.Adams

[CL 32547137 by joe kirchoff in 5.4 branch]
2024-03-27 12:33:55 -04:00
joe kirchoff
0316e6ad4d Disallow 14.39.33519 - 14.39.33522 toolchains
#rnx

[CL 32509813 by joe kirchoff in 5.4 branch]
2024-03-26 11:17:10 -04:00
calvin zheng
01cec8c896 Reorganize memory.MemoryPressureCriticalThresholdMB for memory pressure assessment
#rb Zousar.Shaker, Josh.Adams

[CL 32500357 by calvin zheng in 5.4 branch]
2024-03-26 03:01:10 -04:00
joe kirchoff
ba6de9c8f3 UnrealBuildTool: Move recommended Visual Studio components to json sdk config
#rnx
#rb Josh.Adams

[CL 32484850 by joe kirchoff in 5.4 branch]
2024-03-25 17:06:25 -04:00
steve robb
b7ad1ce3f7 Reverting change to add MSVC 17.9 as a preferred toolchain.
[CL 31520981 by steve robb in 5.4 branch]
2024-02-15 11:07:05 -05:00
Steve Robb
371690d7ba Support for MSVC 17.9.
#rb james.hopkin
#jira UE-206977

[CL 31516438 by Steve Robb in 5.4 branch]
2024-02-15 07:36:43 -05:00
josh adams
590eec55e5 - Moved all versions from *SDK.Versions.cs files to *_SDK.json files
- Some static variables made it tricky, so added some support to make it simpler on users of the static variables
#rb David.Harvey

[CL 31431760 by josh adams in 5.4 branch]
2024-02-13 12:00:42 -05:00
christopher waters
565a78058a D3D12 Bindless Resources with CPU managed descriptor heap updates
- D3D12 PC Bindless needs descriptor heaps managed on the CPU; we cannot update them on the GPU timeline.
- Each context now has a FD3D12ContextBindlessState that contains the per-context GPU descriptor heap as well as descriptor rollbacks to apply to the heap before submission.
- We have to roll descriptors back to their values before the incoming view updates were applied so that we can leverage the CPU heap copy at all times. This isn't deferring the updates; it's storing the values before the updates and making sure the heap is used with those values.
- When a context encounters a draw/dispatch and there were any descriptor updates, the previously used heap is updated with the correct set of descriptors before a new heap is created for the subsequent draws/dispatches.

Additional changes
- Allowing RHIs to override FRHITextureReference for custom bindless implementations.
- Adding FRHIDescriptorAllocator::GetAllocatedRange to allow managers to find the smallest range of descriptors that need to be copied to new heaps.
- DescriptorCache now holds reference counted pointers to the bindless heaps to avoid potential use after free scenarios.
- Adding ED3D12DescriptorHeapFlags to mirror D3D12_DESCRIPTOR_HEAP_FLAGS while adding new flags.
- Adding ability to pool descriptor heaps to avoid high OS overhead when constantly allocating new ones.
- Pooling descriptor heaps required more descriptor heap managers to implement CleanupResources.

#jira UE-162014
#rb Luke.Thatcher

[CL 30183702 by christopher waters in ue5-main branch]
2023-12-07 12:30:21 -05:00
christopher waters
15bc726977 Adding Barycentrics support checks
- Adding EShaderCodeFeatures::Barycentrics
- Adding GRHIGlobals.SupportsBarycentricsSemantic
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsIntrinsics to control COMPILER_SUPPORTS_BARYCENTRIC_INTRINSICS
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsSemantic to control PLATFORM_SUPPORTS_BARYCENTRICS_SEMANTIC

#jira UE-193429
#rb graham.wihlidal, mihnea.balta

[CL 29771745 by christopher waters in ue5-main branch]
2023-11-16 00:28:03 -05:00
florian penzkofer
cd93ccdb8b Support ThinTranslucent Materials in mobile renderer
OpenGL ES and Metal use framebuffer fetch.
Vulkan uses dual source blending.
For Vulkan and OpenGL ES there is a fallback shader permutation for drivers that don't support this. The fallback is the same as the existing solution that uses regular blending (i.e. looks different).
Others uses dual source blending and we force use of DXC for those shaders.
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 29245271 by florian penzkofer in ue5-main branch]
2023-10-30 15:41:46 -04:00
tiantian xie
64db4ff381 Add high end ray tracing effects platform dependent flag bSupportsHighEndRayTracingEffects and apply it to guide translucent shadow.
#jira UE-196323
#rb yuriy.odonnell

[CL 28959763 by tiantian xie in ue5-main branch]
2023-10-20 06:50:16 -04:00
chris kulla
1e11a46938 RayTracing: Remove deprecated RayTraced Reflections
This functionality is now well covered by Lumen reflections which are the supported path going forward.

#jira UE-198247
#rb Aleksander.Netzel,Yuriy.ODonnell

[CL 28866153 by chris kulla in ue5-main branch]
2023-10-17 21:41:09 -04:00
guillaume abadie
4519fde3d2 Kills waveops on -d3d12 -sm5
#rb Yuriy.ODonnell
#tests win64

[CL 28678101 by guillaume abadie in ue5-main branch]
2023-10-11 15:32:33 -04:00
josh adams
630fd08da7 - Redid the quick fix for NDA PreviewPlatforms crashing Mac/Linux, as it was causing some missing menu items and/or ensures with the other fixes
[FYI] michael.wanderson
#rb trivial

[CL 28006454 by josh adams in ue5-main branch]
2023-09-19 15:02:24 -04:00
josh adams
dc8670b9b2 - FIxed the Windows PreviewPlaforms to have the correct PlatformName
#rb Jean-Michel Dignard (tested it)

[CL 28000205 by josh adams in ue5-main branch]
2023-09-19 12:40:57 -04:00
michael wanderson
42e2411043 Add support for previewing platforms on PC D3D that support more than 16 samplers (max: 32). To acheive this the following changes were required:
- Added support for up to 32 samplers to the D3D12 RHI.
- Added 'MaxSamplers' to ShaderPlatform in DataDrivenPlatformInfo, this is defaulted to 16 for all shader platforms and can be modified the the DDPI ini files. This value will set the shader compiler define 'PLATFORM_MAX_SAMPLERS'.
- Added a 'RequiredSamplersSwitch' material editor node to branch based on a given shader platform's maximum sampler count.
- To support more than 16 samplers on feature level SM5 platforms Dxc and sm6.0 are used to compile the shader. On platforms that don't support Dxc and sm6.0 the preivew menu item will be disabled.

#jira UE-191404
#rb florin.pascu

[CL 27850133 by michael wanderson in ue5-main branch]
2023-09-13 16:56:08 -04:00
andriy tylychko
c8d32b6b0b Custom cross-platform dynamic TLS implementation because we hit OS TLS slot limit on many platforms. compile-time defined num slot limit.
Allocating and freeing slots can be contended, getting and setting a slot value is fast but has an additional indirection compared with OS TLS. Used only for windows editor for now, because it's a bit slower than OS TLS implementation.

#rb dmytro.vovk, francis.hurteau

[CL 27827939 by andriy tylychko in ue5-main branch]
2023-09-13 09:25:27 -04:00
ben hoffman
a4add7e368 Bump windows version from 18362 to 19041 to meet the minimum spec for GameInput API
#rb josh.adams, David.Harvey
#jira UE-157716

[CL 27596827 by ben hoffman in ue5-main branch]
2023-09-05 10:57:05 -04:00
graham wihlidal
0082a49c02 Add missed files in last submit
[FYI] luke.thatcher

[CL 27369193 by graham wihlidal in ue5-main branch]
2023-08-25 02:19:04 -04:00
aleksander netzel
c2de8e44ce Disable bindless for raytracing on Windows due to issues on AMD.
#rb chris.waters
#jira UE-192293

[CL 27122694 by aleksander netzel in ue5-main branch]
2023-08-15 17:52:32 -04:00
marc audy
1b8e7f29c4 Rework GPUScene support on mobile platforms.
Platforms that do support uniform buffer objects can now provide batched primitive data through UBO. There is a limit UBO range that can be accessed in shaders, so we group instances into batches that fit into this limit. Switch uses 64KB views, other platfroms16KB views. For each primitive we allocate 512Bytes and 256Bytes for instance. Mobile platforms that do not support UBO will use a desktop version of GPUScene.
There are a few things that still missing: Dynamic mesh passes,  static lighting
#rb ola.olsson, benjamin.rouveyrol

[CL 26354848 by marc audy in ue5-main branch]
2023-06-30 16:34:38 -04:00
yuriy odonnell
b67c4cb749 Add bSupportsVertexShaderSRVs to DataDrivenShaderPlatformInfo which drives PLATFORM_SUPPORTS_VERTEX_SHADER_SRVS shader
* This should be used to guard any features that require explicitly accessing buffer or textures SRVs in vertex shaders

#rb Dmitriy.Dyomin
#rb Kenzo.Terelst

[CL 26207274 by yuriy odonnell in ue5-main branch]
2023-06-23 05:56:06 -04:00