- fix zero-weight vertices after applying max distance falloff function
- if a zero-weight vertex is ever encountered in the shader, fall back to skinned vertex data
- fix construction of TargetMesh index buffer
- pull out MaxEdgeLength computation into its own function
- simplify Kernel expression
#rnx
#rb kriss.gossart halfdan.ingvarsson
#preflight 60d39b8ca93474000176026c
#ROBOMERGE-OWNER: tyson.brochu
#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 16763969
#ROBOMERGE-BOT: (v835-16672529)
#ROBOMERGE-CONFLICT from-shelf
[CL 16764327 by tyson brochu in ue5-main branch]
- use computeutils to dispatch rdg compute
- added rdg GPU events
- tryclip is now allowed when final roughness is low
#rb none
[CL 16754594 by Sebastien Hillaire in ue5-main branch]
This is the first checkin and lots of use cases still need to be tested.
#rb none
#fyi charles.derousiers
[CL 16754534 by Sebastien Hillaire in ue5-main branch]
Separated from bloom for now.
This should be resolution independent (will need more test down the line)
Maximum filter sample count is capped.
#rb none
#fyi charles.derousiers
[CL 16739838 by Sebastien Hillaire in ue5-main branch]
- Uses the InstanceCullingLoadBalancer to pre-distribute the work on the CPU to ensure even load.
- Make instance culling use the instance data offset in MDC instead of translating primitive IDs.
- Track single-instance draws separately from instanced to optimize handling (disable culling for single-instance primitives).
#rb Graham.wihlidal,andrew.lauritzen
#fyi dmitriy.dyomin
#preflight 60d0eafa2ab2180001269160
[CL 16733827 by Ola Olsson in ue5-main branch]
- Makes the assumption (checked) that dimensions are at least 128 in both X and Y.
#rb Krzysztof.Narkowicz,Sebastien.Hillaire,Rune.Stubbe
#preflight 60d059002ab2180001122cef
[CL 16725805 by Ola Olsson in ue5-main branch]
#jira UE-109349
Add mip map bias for virtual texture sampling.
Respects the existing r.MiipMapLodBias CVar.
Also add residency tracking for each virtual texture physical pool.
If the pool has been created from a config with the bEnableResidencyMipMapBias flag set then a mip map lod bias is applied to bring the pool back within budget.
The residency mip map lod bias is applied globally (combined with the global mip map lod bias).
In future it could be good to apply the mip map lod bias per physical pool, but this will require tracking all physical pool combinations for each page table.
Physical pool residency tracking can be shown on screen with r.vt.residency.show CVar.
#rb ben.ingram
#ROBOMERGE-SOURCE: CL 16724483
#ROBOMERGE-BOT: (v835-16672529)
[CL 16724487 by jeremy moore in ue5-main branch]