Commit Graph

71 Commits

Author SHA1 Message Date
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
aurel cordonnier
43fa62fcd8 Merge from Release-Engine-Test @ 16487383 to UE5/Main
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16488106 by aurel cordonnier in ue5-main branch]
2021-05-27 13:40:37 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
Florin Pascu
555d4d6875 Mobile Full DepthPrepass UE5
#rb Dmitriy.Dyomin
#jira none
#preflight 60586031c27ab80001a77914

[CL 15758057 by Florin Pascu in ue5-main branch]
2021-03-22 05:53:01 -04:00
Wei Liu
1711d3aece 1.Convert mobile base passes to single pass to avoid leveraging on the RDG pass merge which could let the resource transitions occurred inside a pass.
2.Make pixel projected reflection using last frame scenecolor and scenedepth to avoid to split mobile base pass and translucency pass.
3.Support GTAO and PPR for mobile deferred renderer.

#jira none

#rb Dmitriy.Dyomin, Jack.Porter, Mi.Wang

[CL 15651055 by Wei Liu in ue5-main branch]
2021-03-09 00:23:43 -04:00
dmitriy dyomin
4660a0c391 Fixed occasional crashes in TM-ShaderModels mobile preview related to reflection captures
TextureResource can be updated inside UTexture and cached FTexture pointer inside reflection capture will get stale
#rb jack.porter, florin.pasku

#ROBOMERGE-SOURCE: CL 15637557 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v778-15633161)

[CL 15637589 by dmitriy dyomin in ue5-main branch]
2021-03-08 07:16:20 -04:00
christopher waters
c45f1dfad5 Removing Tessellation:
- Removed Tessellation settings from Materials and Material Interfaces
- Removed Adjacency buffers from Static and Skeletal Meshes.

#jira UE-94564
#rb jeremy.moore, josie.yang, kevin.ortegren, yuriy.odonnell

#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 15501023 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
#ROBOMERGE-CONFLICT from-shelf

[CL 15502653 by christopher waters in ue5-main branch]
2021-02-23 14:03:21 -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
zach bethel
050410cb10 Refactor of mobile pass / view uniform buffers to use static bindings.
Pass / view uniform buffers are no longer bound through mesh draw commands. Instead, they are bound using static bindings on the RDG pass. This is necessary because pass uniform buffers contain RDG resources, which need to be declared to RDG.

#rb christopher.waters, Dmitriy.Dyomin

[CL 14899861 by zach bethel in ue5-main branch]
2020-12-10 14:45:57 -04:00
Marc Audy
4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -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
florin pascu
2d95b89bf7 Fix HQreflection mobile. First empty spot in the in the ReflectionCubeMapTextures(if there is any) will be taken by the Sky
#jira UE-85881
#rb Dmitriy.Dyomin, Jack.Porter

#ROBOMERGE-SOURCE: CL 12332308 in //UE4/Release-4.25/... via CL 12332309
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v670-12295787)

[CL 12332310 by florin pascu in Main branch]
2020-03-20 03:33:56 -04:00
wei liu
e5d127bdad Fix a crash bug if mobile movable directional light is disabled.
#jira UE-90038

#rb mi.wang

#ROBOMERGE-SOURCE: CL 11894642 in //UE4/Release-4.25/... via CL 11894643
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11894644 by wei liu in Main branch]
2020-03-04 03:42:33 -05:00
dmitriy dyomin
a2ceb32c77 FixedL "Render in main pass" primitive option is ignored for Mobile Renderer
#jira UE-77463
#rb none

#ROBOMERGE-SOURCE: CL 11574448 in //UE4/Release-4.25/... via CL 11574453
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v654-11333218)

[CL 11585202 by dmitriy dyomin in Main branch]
2020-02-22 17:02:01 -05:00
wei liu
022ea522c8 Fix a bug that dynamic skylight doesn't apply to static meshes.
#jira UE-88689

#rb dmitriy.dyomin, mi.wang, jack.porter

#lockdown marcus.wassmer

#ROBOMERGE-SOURCE: CL 11413993 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v654-11333218)

[CL 11413999 by wei liu in Main branch]
2020-02-13 03:53:21 -05:00
Rolando Caloca
5b82f15def Copying //UE4/Dev-RenderPlat-Staging@11388153 to //UE4/Main
#rb none
#rnx

[CL 11388545 by Rolando Caloca in Main branch]
2020-02-12 13:27:19 -05:00
florin pascu
e77c1321f0 Fix Static Analysis error
#jira UE-88290
#rb Dmitriy.Dyomin


#ROBOMERGE-SOURCE: CL 11302959 via CL 11302960 via CL 11302961 via CL 11302962
#ROBOMERGE-BOT: (v0-11244347)

[CL 11302963 by florin pascu in Main branch]
2020-02-10 05:49:35 -05:00
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
florin pascu
954a19f055 MaskedOnly Prepass Mobile Off by default. Enable with r.Mobile.EarlyZPassOnlyMaterialMasking=1. Requires shaders cooking!
#rb  Dmitriy.Dyomin, Jack.Porter
#jira UE-85333


#ROBOMERGE-SOURCE: CL 11278935 via CL 11278936 via CL 11278937
#ROBOMERGE-BOT: (v0-11244347)

[CL 11278938 by florin pascu in Main branch]
2020-02-06 05:41:00 -05:00
Juan Canada
2ecf4f9708 Merging //UE4/Dev-Main@10877709 to Dev-RenderPlat-Staging(//UE4/Dev-Rendering)
#rnx
#rb none

[CL 10895568 by Juan Canada in Dev-RenderPlat-Staging branch]
2020-01-07 13:45:01 -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
Rolando Caloca
e72619ab3b Merging //UE4/Main@10410794 to Dev-RenderPlat-Staging
#rb none
#rnx

[CL 10419692 by Rolando Caloca in Dev-RenderPlat-Staging branch]
2019-11-25 12:35:20 -05:00
wei liu
420b6796e7 Try to fix a bug of mobile devices encounter black or flickering textures
#jira UE-82841

#rb dmitriy.dyomin, mi.wang

#lockdown cristina.riveron

#ROBOMERGE-SOURCE: CL 10387632 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v594-10333955)

[CL 10387634 by wei liu in Main branch]
2019-11-24 20:56:45 -05:00
wei liu
8ad387c233 Eliminate a warning caused by CL#10069083
#jira UE-83289

#rb none

#ROBOMERGE-SOURCE: CL 10069917 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v573-10069714)

[CL 10069919 by wei liu in Main branch]
2019-11-07 08:55:56 -05:00