31 Commits

Author SHA1 Message Date
Wojciech Krywult
d271c828b9 SDK (1): Changes in common code needed to support SDK changes on some platforms
#jira UE-210757
#rb
#tests Integrated //UE5/Partner-Latte-5.4/... @32408657 (the last non-robomerge change)

[CL 32557111 by Wojciech Krywult in 5.4 branch]
2024-03-27 16:55:10 -04:00
florian penzkofer
f0d3b0bf34 Add support for DBuffer decals to the mobile forward renderer.
The DBuffer layout and most code is the same as for the desktop renderer.
Added new CVar r.Mobile.DBuffer so that is disabled by default. DBuffer for the SM5 renderer on mobile is enabled by default.

#rb Dmitriy.Dyomin, Sebastien.Hillaire

[CL 28598190 by florian penzkofer in ue5-main branch]
2023-10-09 16:48:41 -04:00
aleksander netzel
d700a739fa Add offline BLAS compression for supporting platforms:
* Add IsCompressed() to FRHIRayTracingGeometry.
* If BLAS is compressed it will trigger a build that will do the decompression.
* Controlled by target platform setting "Enable Static Mesh Offline BVH Compression"
* Enabled by default.

#jira UE-146162
#rb yuriy.odonnell

[CL 26559972 by aleksander netzel in ue5-main branch]
2023-07-24 20:01:35 -04:00
Dmitriy Dyomin
89d7af656d Fixed: broken ASTC HDR compression
#jira none
#preflight 63b3f15cc6265e21bcdc1a81
#rb wei.iu
#fyi charles.bloom, jeannoe.morissette

[CL 23565227 by Dmitriy Dyomin in ue5-main branch]
2023-01-03 08:20:10 -05:00
david harvey
10b05a8cf3 Capture platform-specific project analytics for launching, cooking & packaging in the editor.
#jira UE-142191
#rb Brian.White, Wojciech.Krywult
#preflight 6319a11bd135b61bc5f729c9

[CL 21907474 by david harvey in ue5-main branch]
2022-09-08 19:33:14 -04:00
jimmy smith
b92f1fdf0d Configuration support for AudioInfos / AudioFormats per platform
#jira UE-159832
#rb Aaron.mcleran Phil.Popp Dan.Thompson Josh.Adams
#preflight 62d260033c3df323907eaa93

[CL 21153330 by jimmy smith in ue5-main branch]
2022-07-18 17:47:55 -04:00
yuriy odonnell
07aeb4900e Exclude ray tracing shaders from SM5 if it's disabled for D3D12
* Add ITargetPlatform::GetRayTracingShaderFormats(), with default implementation that falls back to GetAllTargetedShaderFormats() if HWRT is enabled for a platform
* Override GetRayTracingShaderFormats() for TGenericWindowsTargetPlatform to return only enabled D3D12 and VK shader formats (excluding D3D11)
* Use GetRayTracingShaderFormat() and UsesRayTracing() to configure GRayTracingPlaformMask (the mask contains one bit per shader platform)

Previously all bits of GRayTracingPlaformMask were set if project uses ray tracing, then shader platform bits were disabled for all possible shader formats for platforms that don't support ray tracing.
If SM5 was disabled for D3D12, ray tracing shaders would still get compiled for it because the corresponding bit was still set in GRayTracingPlaformMask.

With this change, SM5 bit will no longer be set in GRayTracingPlaformMask in the editor if it is disabled for D3D12 RHI for the project, so ray tracing shaders won't be compiled.
When running a packaged build, GRayTracingPlaformMask is now set to 0 or 1 based on global project setting (r.RayTracing) and whether the current machine+RHI supports ray tracing.

#rb christopher.waters, jason.nadro
#preflight 62bd0dea3f0d6beee259b636

#ROBOMERGE-AUTHOR: yuriy.odonnell
#ROBOMERGE-SOURCE: CL 20897852 via CL 20898485 via CL 20899239
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20901755 by yuriy odonnell in ue5-main branch]
2022-06-30 15:44:00 -04:00
charles bloom
f99959bbc4 Fix ASTC mapping for BC6 and BC7
Fix ASTC HDR support
Fix up ASTC & ISPC texture formats a bit

#preflight 628cedc7347b7778b6b8745e
#rb jon.olick,fabian.giesen

[CL 20348873 by charles bloom in ue5-main branch]
2022-05-24 11:21:35 -04:00
jeremy moore
e9b8605b3b Add r.VelocityOutputPass render setting and deprecated r.BasePassOutputsVelocity and r.DepthPassMergedWithVelocity.
r.VelocityOutputPass supports the 3 valid settings: depth pass, base pass, after base pass.
#rb rob.krajcarski
#preflight 61f86031114ec25fe0b87dab

#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18799499 in //UE5/Release-5.0/... via CL 18801888 via CL 18802482
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18808175 by jeremy moore in ue5-main branch]
2022-02-01 09:53:17 -05:00
tiago costa
3f65786075 Expose per-project platform setting to control offline BVHs build mode (Disabled, MaximizePerformance, MinimizeMemory).
- Offline BVHs generally result in better performance and/or reduced memory usage.
- At the moment MaximizePerformance vs MinimizeMemory control whether triangle splits are used.

#rb yuriy.odonnell
#preflight 61f16e107266f4e79bd43cb6
#jira UE-136120

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18736376 in //UE5/Release-5.0/... via CL 18736434 via CL 18736687
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18736701 by tiago costa in ue5-main branch]
2022-01-26 11:43:03 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
krzysztof narkowicz
2cdfb99ef8 Added per platform setting to toggle distance field support. If it's disabled then no distance data will be cooked and distance fields will be disabled on the target platform.
Renamed FDataDrivenPlatformInfo::AudioCompressionSettingsIniSectionName to TargetSettingsIniSectionName. It's now used to populate PlatformMask at runtime, to make sure that it matches between cook and runtime. Before it was possible to cook with e.g. GRayTracingPlaformMask=0, but then the cooked game would run with GRayTracingPlaformMask=1.

#rb Patrick.Kelly
[FYI] Patrick.Kelly, Daniel.Wright, Josh.Adams

#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 16825469 via CL 16825718
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16825756 by krzysztof narkowicz in ue5-release-engine-test branch]
2021-07-12 11:23:28 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
Josh Adams
5f27a8dbcb [Upgrade Notes Critical! Licensee build scripts and DeviceProfiles may need updating]
- Formalizing all TargetPlatforms to have a Client version, rename WindowsNoEditor to Windows, and removing DDPI specification of TargetPlatforms, and generate them programmatically
- Updated names DeviceProfiles and Build scripts, as above
- Some PlatformInfo class cleanup
- Added a TNonDesktopTargetPlatformBase class to make most TargetPlatforms simpler
- Added "No Compiled Support" to the Turnkey LaunchOn menu when the TargetPlatforms aren't compiled in (to show that even if you install an SDK, you will need to compile before you can LaunchOn)\
- Starting the transition away from PlatformInfo::FPlatformInfo to FDDPI

[CL 13966487 by Josh Adams in ue5-main branch]
2020-07-29 16:19:10 -04:00
Josh Adams
94f4be4de1 - Renamed PlatformInfo::FPlatformInfo to PlatformInfo::FTargetPlatformInfo
- Renamed FDataDrivenPlatformRegistry::FPlatformInfo to FDataDrivenPlatformInfo
- Moved some fields from PlatformInfo::FTargetPlatformInfo to FDataDrivenPlatformInfo, and cleaned them up in the process
- Fixed the DataDrivePlatformInfo.ini files to match the previous items
- Removed FVanillaPlatformEntry, and now just using FTargetPlatformInfo to manage flavors under a vanilla PlatformInfo (see PlatformInfo::GetVanillaPlatformInfoArray())
- Cleaned up TPerPlatformValue, as it was often misused (took a group and platform name, but we can get the group from the platform name) [AnimationSharingManager.cpp, *Engine.cpp, Runtime\Engine\*, ]
- Fixed FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to use IniPlatformName instead of some hacky code [BlueprintNativeCodeGenManifest.cpp]
- Fixed various Turnkey bugs that recent testing exposed
- Enabled AUTOSDKS_ENABLED in both Mac and Linux on the Editor side (not that there are much set up to use it)
- Using Turnkey to get the SDK status instead of ValidatePlatforms (gives more detailed information - may want to go back to ValidatePlatforms so only UBT is needed, but change it to give more info)
- Moved OnDeviceDiscovered and Lost delegates from each platform's TargetPlatform class to a static in ITargetPlatform - there was no need for per-platform implementations
- Started working on allowing for SDK to be installed with editor running and not need to restart editor - Work in Progress! It is not usable yet.
#fyi jack.porter
#rb pete.sauerbrei

[CL 13816905 by Josh Adams in ue5-main branch]
2020-07-01 17:07:12 -04:00
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
Juan Canada
2ecf4f9708 Merging //UE4/Dev-Main@10877709 to Dev-RenderPlat-Staging(//UE4/Dev-Rendering)
#rnx
#rb none

[CL 10895568 by Juan Canada in Dev-RenderPlat-Staging branch]
2020-01-07 13:45:01 -05:00
ryan durand
471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00
marc audy
bfcbfc1ffa Allow projects to opt out of having enabled by default engine plugins enabled by specify DisableEnginePluginsByDefault in the uproject. This requires all plugins to be explicitly enabled and prevents upgrades from bringing new plugins in unexpectedly.
#jira


#ROBOMERGE-SOURCE: CL 10772231 via CL 10776004 via CL 10776035
#ROBOMERGE-BOT: (v610-10636431)

[CL 10776057 by marc audy in Main branch]
2019-12-17 16:37:25 -05:00
ben marsh
becd2b94d4 Rework checks for whether a temporary target is necessary to ensure the same code is used at runtime and in UAT.
#rb none
#jira UE-84440, UE-84444
#rnx

#ROBOMERGE-SOURCE: CL 10312968 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v593-10286020)

[CL 10312999 by ben marsh in Main branch]
2019-11-19 16:53:37 -05:00
Ben Marsh
421de9107a Fix editor-only plugins triggering recompilation of code projects.
Also rework logic for determining whether a project needs to be compiled, to more closely match equivalent code in UAT. ITargetPlatform::NeedsTempTarget() now allows querying whether a project needs a temporary target to be generated.

#rb none
#jira UE-79833

[CL 8623682 by Ben Marsh in Dev-Build branch]
2019-09-10 16:11:58 -04:00
mickael gilabert
2e6f60cd76 Added mesh distance field downsampling capability during serialization time (compressed and not compressed)
Added DownSampleMeshDistanceFieldDivider target platform variable

#rb daniel.wright
#rnx

#ROBOMERGE-OWNER: ben.marsh
#ROBOMERGE-AUTHOR: mickael.gilabert
#ROBOMERGE-SOURCE: CL 6442105 via CL 6444722 via CL 6444741
#ROBOMERGE-BOT: BUILD (Main -> Dev-Build)

[CL 6478179 by mickael gilabert in Dev-Build branch]
2019-05-15 10:21:41 -04:00