Commit Graph

130 Commits

Author SHA1 Message Date
aurel cordonnier
d17d20ca36 Merge from Release-Engine-Test @ 16758890 to UE5/Main
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719 (and Release-17.00 @ 16658211)

[CL 16763350 by aurel cordonnier in ue5-main branch]
2021-06-23 17:51:32 -04:00
Wei Liu
8208074bf6 1. Unify the lighting calculation for both mobile deferred and forward.
2. Add an option to use high quality BRDF on mobile as the same with PC.
3. Fallback to default light shading model if it is not supported on mobile.
4. Use EnvBrdf for mobile deferred lighting pass.

#jira none

#rb Dmitriy.Dyomin
#preflight 60cdef32be81e8000118d85c

[CL 16722349 by Wei Liu in ue5-main branch]
2021-06-19 10:01:53 -04:00
Florin Pascu
765b14e43b RG11B10 + SceneDepthAux 16/32F + Alpha Propagate
For Forward ES31
 Default SceneColor RG11B10 + R16F\32F Depth texture
 With PropagateAlpha on RGBA16F + R16F\32F
 PostProcess we sample SceneDepthAux for Depth
For Deferred ES31
 SceneDepthAux only for Metal
 PropagateAlpha not working yet
 PostProcess we sample SceneDepthTexture for Depth

cvar to change Depth texture from 16 to 32Fr.Mobile.SceneDepthAux
cvar for AlphaPropagate r.Mobile.PropagateAlpha
#jira UE-98033
#rb Dmitriy.Dyomin, Carl.Lloyd, Jack.Porter

[CL 16644095 by Florin Pascu in ue5-main branch]
2021-06-11 13:46:35 -04:00
Ola Olsson
002e8128ae Basic shader check implementation that (on SM6) just puts the line number in the payload (line/file/text is future work)
- Adds macros check, checkBufferAccess and checkStructuredBufferAccess, along with Slow-suffixed equivalents
 - A new cvar 'r.Shader.CheckLevel' which defaults to 1 (enable check but not Slow). Thus be careful when using check, if unsure use checkSlow!
 - The cvar controls macros DO_CHECK=0 and DO_GUARD_SLOW=0 that mirrow the ones in host code.
 - Note that SM6 version only works for CS and PS.

#rb charles.derousiers
#preflight 60be56fc1e21b4000177f07b

[CL 16576687 by Ola Olsson in ue5-main branch]
2021-06-07 16:16:49 -04:00
Sebastien Hillaire
59509eedb8 Added Strata backcompatibility mode (disabled multiple scattering and chan diffuse model for Lambert)
#rb none
#fyi charles.derousiers

[CL 16446384 by Sebastien Hillaire in ue5-main branch]
2021-05-25 08:20:38 -04:00
carl lloyd
9b6d231e68 Enabling DXC on Vulkan Mobile
#rb Lukas.Hermanns

[CL 16346836 by carl lloyd in ue5-main branch]
2021-05-17 05:59:00 -04:00
christopher waters
71b56ba373 Adding cross platform shader support for Mesh shaders.
#jira none
#rb luke.thatcher, kenzo.terelst
#preflight 60907ada29845700011789b0

[CL 16199921 by christopher waters in ue5-main branch]
2021-05-04 17:56:36 -04:00
christopher waters
83f70197d3 Tessellation Removal: Removing RHI Hull/Domain shader types and enums.
#rb lukas.hermanns
#jira UE-94564
#preflight 607f2e11eb4f050001d4655e

[CL 16066223 by christopher waters in ue5-main branch]
2021-04-20 17:00:25 -04:00
christopher waters
874ec853a4 Filling a few gaps in Mesh shader support. Adding ShouldCompilePermutation support to shader pipeline types to guard against unsupported shader types.
#jira none
#rb arciel.rekman
#preflight 60773f1c3f280e0001331ab8

[CL 16012256 by christopher waters in ue5-main branch]
2021-04-14 17:05:02 -04:00
daniel wright
c282ae68e5 New Lumen Project Setting: Software Tracing Mode
Renamed TraceCards -> TraceMeshSDFs in code / cvars

#ROBOMERGE-SOURCE: CL 15837163 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v785-15821902)

[CL 15837190 by daniel wright in ue5-main branch]
2021-03-25 22:09:05 -04:00
jack porter
7be32466df Fix issue with FShaderPlatformCachedIniValue reading several bool cvars as ints, disabling them if they are assigned =True in the ini file.
#jira UE-111007
#rb Wei.Liu
[FYI] Mickael.Gilabert, Florin.Pascu
#p4v-cherrypick 15734856

[CL 15734877 by jack porter in ue5-main branch]
2021-03-18 00:22:41 -04:00
Arciel Rekman
d3250fc6f9 Make shader compression a project setting and move to SCWs (UE-73155).
#rb Jason.Nadro, Lukas.Hermanns
[at]Jason.Nadro, [at]Ben.Ingram, [at]Arne.Schober, [at]Rolando.Caloca, [at]Lukas.Hermanns, [at]Danny.Couture
#jira UE-73155
#preflight 604a640053f17f0001953558

#ROBOMERGE-OWNER: Arciel.Rekman
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 15680314 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15683639 by Arciel Rekman in ue5-main branch]
2021-03-11 21:19:35 -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
Florin Pascu
77051879b6 DistanceField Shadow Mobile(disabled by default for the moment)
#rb Dmitriy.Dyomin,Zach.Bethel, Jack.Porter
#jira UE-103864

[CL 15471024 by Florin Pascu in ue5-main branch]
2021-02-19 07:49:57 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Dmitriy Dyomin
edd0257c55 Remove Texture2D as a storage for GPUScene primitives, OpenGL will use StructuredBuffers supported through SSBOs
#rb jack.porter
#fyi ola.olsson

[CL 15415286 by Dmitriy Dyomin in ue5-main branch]
2021-02-16 00:46:28 -04:00
chris kulla
fa647ce8c0 Add support for warning as errors when compiling shaders
This adds support for a new compilation flag that enables warnings as errors. Support was added for most of the main platforms. This feature has to opted into since many shaders currenntly contain small warnings, however this gives the ability for developpers to locally opt-in to this behavior to slowly sanitize code.

A global CVar: r.Shaders.WarningsAsErrors was also added, which will force every shader to be (re)built with this enabled for even more thorough checking.

#rb Jason.Nadro, Lukas.Hermanns, Rolando.Caloca

[CL 15383543 by chris kulla in ue5-main branch]
2021-02-10 20:30:29 -04:00
Marc Audy
cac1fe0019 Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
This represents UE4/Main @ CL# 15277572

[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
christopher waters
66556d0057 Converting some ShaderPlatform usages to ShaderFormat.
#jira non
#rb josh.adams

[CL 15161128 by christopher waters in ue5-main branch]
2021-01-21 20:01:32 -04:00
Emil Persson
9d7f102824 Replace FRHIVertexBuffer, FRHIIndexBuffer and FRHIStructuredBuffer with FRHIBuffer, and some additional cleanup.
#rb kenzo.terelst

[CL 15143850 by Emil Persson in ue5-main branch]
2021-01-20 06:49:41 -04:00
christopher waters
6578ec44e2 Changing some shader compilers to use common flags for exporting debug information:
- r.Shaders.KeepDebugInfo: if we should compile with debugging information included and export that data to files for platforms that support it.
- r.Shaders.PrepareExportedDebugInfo: precompile debug info for platforms that export it to files.
- r.Shaders.AllowUniqueDebugInfo: used to disallow debug info sharing, will increase debug export sizes.

#jira none
#rb luke.thatcher, lukas.hermanns

[CL 14991674 by christopher waters in ue5-main branch]
2021-01-05 12:13:19 -04:00
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Sebastien Hillaire
921c0c6e31 Strata: now uses max byte per pixel
Green preflight

#rb Charles.deRousiers

[CL 14795822 by Sebastien Hillaire in ue5-main branch]
2020-11-20 10:08:04 -04:00
Zabir Hoque
013a1da2cb Missed files part of prior check in.
[CL 14639477 by Zabir Hoque in ue5-main branch]
2020-11-02 23:00:30 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00