Commit Graph

62 Commits

Author SHA1 Message Date
tiago costa
7503b52da0 Updated most of distance field ambient occlusion codepath to use RDG.
- Resource state transitions handled by RDG.
- FDistanceFieldObjectBufferResource replaced by FDistanceFieldCulledObjectBufferParameters to use RDG.
- FTileIntersectionResources replaced by FTileIntersectionParameters to use RDG.
- FAOScreenGridResources replaced by FAOScreenGridParameters to use RDG.
- Don't store DFAO resources in View.State.
- Split FDeferredShadingSceneRenderer::RenderDistanceFieldAOScreenGrid() into multiple passes.
- Split BuildTileObjectLists() into multiple passes.

#rb daniel.wright

[CL 16660080 by tiago costa in ue5-main branch]
2021-06-14 12:45:34 -04:00
tiago costa
2b8a73fbb4 Convert a couple of template shader classes to use FPermutationDomain instead.
#rb daniel.wright

[CL 16437889 by tiago costa in ue5-main branch]
2021-05-24 14:08:15 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
Daniel Wright
697b5b9cf6 Sparse, narrow band, streamed Mesh Signed Distance Fields
* SDFs are now generated, allocated from the atlas and uploaded in 8^3 bricks (7^3 unique data, half voxel padding).
 * Tracing must load the brick index from the indirection table, and only bricks near the surface are stored
 * 3 mips are now generated, with the lowest resolution always loaded and the other 2 streamed
 * SDFs are now G8 narrow band.  Lower resolution mips must be traversed when querying distance to nearest surface far away from the surface
 * The Distance Field Brick Atlas is now stored for each FScene and dynamically resized based on needs with a GPU memcopy
 * Brick atlas uses a 1d pooled allocator which has no fragmentation and greatly reduces packing waste over the 3d allocator
 * Added new indirection for Distance Field Asset data, so that only a single entry needs to be updated when a mip is streamed in or out in scenes with millions of instances
 * Compute shaders operating on distance field instances generate streaming requests, which are async read back to CPU, turned into IO requests, which are polled and when complete uploaded to atlases
 * Any mesh instance inside the Global SDF extent (200m) requests mip1, and at 50m requests mip2
 * Now using a batched compute scatter to upload to the distance field atlas instead of RHIUpdateTexture3d, to bypass alignment restrictions and per-upload overhead
 * Distance Field streaming uses an async task to move Memcpy and IO request overhead off of the Rendering Thread
 * Distance Field Visualization now computes a normal from the SDF gradient and does simple lighting to better visualize the scene representation
 * Increased r.DistanceFields.MaxPerMeshResolution from 128 to 512, to better represent large objects
 * Mesh SDF generation now uses an Embree point query to calculate closest unsigned distance, and then a much smaller set of rays to count backfaces for negative region determination, for a 11x speedup
 * Upgraded mesh utilities to Embree 3.12.2 to get point queries
 * Fixed wrong transform used for SDF normals in Lumen, causing non-uniformly scaled meshes to have incorrect Surface Cache interpolation
 * Fixed Static Mesh materials not getting PostLoaded before SDF build, causing their blend modes to be wrong for the build, which corrupts the DDC.  Also included those blend modes in the DDC key.

Original costs on 1080 GTX (full updates on everything and no screen traces)
10.60ms   UpdateGlobalDistanceField
3.62ms   LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
1.73ms   VoxelizeCards Clipmaps=[0,1,2,3]
0.38ms   TraceCards 1 dispatch 1 groups
0.51ms   TraceCards 1 dispatch 1 groups

Sparse SDF costs
12.06ms   UpdateGlobalDistanceField
4.35ms   LumenReflectiveTest.DirectionalLight_1 Shadowmap 1
2.30ms   VoxelizeCards Clipmaps=[0,1,2,3]
0.69ms   TraceCards 1 dispatch 1 groups
0.77ms   TraceCards 1 dispatch 1 groups

Tested: TopazEntry PC, Reverb PC and PS5, EngineTests, QAGame, Rift, Frosty P_Construct_WP, FortGPUTestbed

#rb Krzysztof.Narkowicz

#ROBOMERGE-OWNER: Daniel.Wright
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 15784493 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v783-15756269)
#ROBOMERGE-CONFLICT from-shelf

[CL 15790658 by Daniel Wright in ue5-main branch]
2021-03-23 22:40:05 -04:00
zach bethel
1219c611c8 Removed FRDGTexture::GetPooledRenderTarget() usage and deprecated in prepration for transient allocator support.
#rb kenzo.terelst

[CL 15628262 by zach bethel in ue5-main branch]
2021-03-05 15:28:03 -04:00
zach bethel
7874505724 Removed untracked access from RDG and other conversion-related stuff.
#rnx
#rb none

[CL 15465786 by zach bethel in ue5-main branch]
2021-02-18 19:54:54 -04:00
Emil Persson
4516b985df Name all resources and make naming mandatory
#rb yuriy.odonnel, kenzo.terelst

[CL 15416919 by Emil Persson in ue5-main branch]
2021-02-16 08:37:39 -04:00
zach bethel
2ac0eca45e Removed unused scene render target singleton accesses.
#rb none
#rnx

[CL 14986799 by zach bethel in ue5-main branch]
2021-01-04 18:13:38 -04:00
zach bethel
ba31d9b2f5 Added FMinimalSceneTextures and FSceneTextures to deferred shading renderer and marshaled it through the render pipeline.
#rb christopher.waters
#rnx

[CL 14780920 by zach bethel in ue5-main branch]
2020-11-18 15:16:23 -04:00
Kenzo Terelst
fde71a76d9 Distance field rhi validation fixes for missing/wrong transitions
#jira none
#rb Mihnea.Balta, Jonas.Meyer

[CL 14691291 by Kenzo Terelst in ue5-main branch]
2020-11-09 12:52:29 -04:00
zach bethel
e4f467569d Removed scene render target context snapshot system.
#rb arne.schober

[CL 14615156 by zach bethel in ue5-main branch]
2020-10-29 16:32:16 -04:00
zach bethel
1be4df8f48 Removed deprecated resource transition API from the engine.
#rb kenzo.terelst, christopher.waters, mihnea.balta
#fyi will.damon, brian.white, rolando.caloca
#jira none

[CL 14495239 by zach bethel in ue5-main branch]
2020-10-14 14:20:26 -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
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
rolando caloca
d7fc07f4ea UE4.25 - Deprecate UnbindRenderTargets
#rb none
#lockdown Marcus.Wassmer
#jira UE-91584

#ROBOMERGE-OWNER: rolando.caloca
#ROBOMERGE-AUTHOR: rolando.caloca
#ROBOMERGE-SOURCE: CL 12632871 in //UE4/Release-4.25/... via CL 12632899 via CL 12633229
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12633251 by rolando caloca in Main branch]
2020-04-06 16:28:53 -04:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -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
jian ru
97a524b0cd RTHF shadow - added support that allows light cast inside terrains through holes. Due to its cost, it is only enabled in the highest quality level. Currently, boundaries are jaggy for shadows cast through holes. Users need to hide the aritifact with DF shadow by placing static meshes around holes.
Fixed a crash that can happen on exit.
Further reduced self shadow artifact when using RTHF shadow.


#ROBOMERGE-SOURCE: CL 11077247 via CL 11077248 via CL 11077250
#ROBOMERGE-BOT: (v637-11041722)

[CL 11077251 by jian ru in Main branch]
2020-01-21 16:48:23 -05:00
jian ru
983aa0af59 Extend distance field shadowing to also handle heightfields. This is another approach to shadow terrains. Compared to far shadow cascades, it showed lower RT and GPU overhead during internal testing.
#rb Krzysztof.Narkowicz
[FYI] Ben.Woodhouse


#ROBOMERGE-SOURCE: CL 10996123 via CL 10996131 via CL 10996136
#ROBOMERGE-BOT: (v633-10983880)

[CL 10996139 by jian ru in Main branch]
2020-01-15 14:47:38 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
Sebastien Hillaire
6923a20e21 Added some more missing TexCreate_ShaderResource...
#rb none
#jira none

(ushell-p4-cherrypick of 9566732 by Sebastien.Hillaire)

[CL 9630502 by Sebastien Hillaire in 4.24 branch]
2019-10-17 04:59:06 -04:00
Rolando Caloca
1a30325d6f Copying //UE4/Dev-RenderPlat-Staging@9551419 to //UE4/Main
#rb none
#rnx

[CL 9551447 by Rolando Caloca in Main branch]
2019-10-11 15:33:31 -04:00
Rolando Caloca
aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00
mickael gilabert
e537e50f2c Added Distance field shadow / AO support on Switch
Don't compile distance field shader permutations if bUseDistanceFields is unset or false
Added UAV output to pixel shader
Clear Tiny UAV uses command buffer ClearBuffer command instead of allocating a temp buffer and copying it to UAV

anthony.bills
#rnx


#ROBOMERGE-SOURCE: CL 6077502 via CL 6077551 via CL 6080478

[CL 6080627 by mickael gilabert in Main branch]
2019-04-24 14:01:31 -04:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00