[FYI] William.Belcher
Original CL Desc
-----------------------------------------------------------------
Fix: Move creation of FWindowsVideoRecordingSystem away from FWindowsPlatformFeaturesModule constructor
#rb Aidan.Possemiers
[FYI]
[CL 32498768 by bob tellez in 5.4 branch]
[FYI] William.Belcher
Original CL Desc
-----------------------------------------------------------------
QOL: Deprecate AVEncoder (for removal) and its dependencies (to be moved to plugins)
#rb Luke.Bermingham
#jira UE-174651
[FYI]
[CL 32498760 by justin peterson in 5.4 branch]
Slate switches to Windowed Fullscreen when we lose focus, but doesn't explicitly resize the window, so we never call SetWindowPos or ResizeTarget. If the fullscreen swapchain had a lower resolution than the monitor's native resolution, or if the swapchain had been windowed before, we were stretching the backbuffer to that smaller resolution inside the borderless window, instead of covering all of it. ResizeBuffers is not sufficient because it only affects the buffers, not the window. We need to also call ResizeTarget explicitly when dropping out of exclusive fullscreen, to make sure the window is correctly set up.
Vulkan doesn't have this problem because it doesn't support exclusive fullscreen.
#jira UE-203916
#rnx
#rb benjamin.rouveyrol
[CL 31290557 by mihnea balta in 5.4 branch]
The VerifyD3D11Result logic already takes care of logging and checking the device removal reason.
#rb mihnea.balta
[CL 30684041 by daniele vettorel in ue5-main branch]
Keep the behavior from 25147071 when we want to create a 2D SRV of something which is not a 2D texture. This ensures we do not ignore FRHIViewDesc::FTexture::ArrayRange and select the right slice of a texture
#rb Luke.Thatcher
#jira UE-201831
[CL 30629413 by benjamin rouveyrol in ue5-main branch]
[FYI] jimmy.smith
Original CL Desc
-----------------------------------------------------------------
Delete deprecated usage of GetRuntimeFormat and CreateCompressedInfo
#rb Aaron.McLeran
[CL 30570451 by jimmy smith in ue5-main branch]
- Writing custom version of UE::RHICore::ApplyStaticUniformBuffers, UE::RHICore::RHISetShaderParametersShared, and UE::RHICore::RHISetShaderUnbindsShared for D3D11RHI to avoid redundant overhead.
- This removed the last uses of RHISetShaderTexture, RHISetShaderSampler, RHISetUAVParameter, RHISetShaderResourceViewParameter, and RHISetShaderParameter from D3D11RHI. Those functions are now gone.
[CL 30022429 by christopher waters in ue5-main branch]