Commit Graph

3 Commits

Author SHA1 Message Date
Krzysztof Narkowicz
f94472aea1 Lumen surface cache compression
* First all cards are allocated to a temporary atlas of fixed size set by r.LumenScene.CardCaptureAtlasFactor
* After cards are captured into temporary atlas, they are compressed into final BC compressed atlas. Compression can be disabled with r.LumenScene.SurfaceCache.Compress
* Atlas clears were also converted to support clearing compressed surfaces
* Atlas capture operations work on uploaded rect list, instead of a GPU generated card list
* Renamed r.LumenSurfaceCache.* to r.LumenScene.SurfaceCache.*
* Renamed LumenSceneLighting.usf to LumenSurfaceCache.usf
* Renamed LumenScenePrefilter.cpp to LumenSurfaceCache.cpp

Cuts down VRAM memory usage by 160mb
Compression performance on console: ~0.18ms for 1M texels (~0.9ms with UAV aliasing path, which is currently disabled due to missing pieces in RHI)

[CL 16160800 by Krzysztof Narkowicz in ue5-main branch]
2021-04-29 15:30:04 -04:00
Juan Canada
f084ece316 Fix copyright issues
#rb none
#jira UE-87461

[CL 11112539 by Juan Canada in Main branch]
2020-01-24 23:36:12 -05:00
Rolando Caloca
bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00