Note that nanite selection outline is still jittering
#rb rune.stubbe
#jira UE-107595
#robomerge Release-5.0-EarlyAccess
[CL 15638827 by Guillaume Abadie in ue5-main branch]
==
* Added instance offset and count to primitive data, along with GetPrimitiveUniformShaderParameters() diffs
* Remaining FInstanceCullingManager& hooks through functions
* Various todo comments to address later
* Calls to (disabled for now) BuildRenderCommands()
* Mutability of FViewInfo in some spots
* Additional instance culling draw params in a few places
* EVertexInputStreamType cleanup
* UseVirtualShadowMaps() feature capability helper function
#authors ola.olsson, graham.wihlidal
#rb graham.wihlidal
#fyi brian.karis, rune.stubbe
[CL 15092149 by graham wihlidal in ue5-main branch]
- View / InstancedView uniform buffers are now bound through RDG directly from the FViewInfo, or created on-demand for cases like jitter-free custom depth.
- Removed most of the custom persistent view uniform buffers. Left one in Lumen to be done in a later CL.
- ReflectionCapture uniform buffer is now bound at the RDG pass level.
#rb christopher.waters
[CL 14873982 by zach bethel in ue5-main branch]
#ROBOMERGE-SOURCE: CL 11968587 in //UE4/Release-4.25/... via CL 11968598
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11968616 by steve smith in Main branch]
#rb zach.bethel
#jira UE-73460
#ROBOMERGE-SOURCE: CL 11461955 in //UE4/Release-4.25/...
#ROBOMERGE-BOT: RELEASE (Release-4.25 -> Release-4.25Plus) (v654-11333218)
[CL 11461959 by steve smith in 4.25-Plus branch]
#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]
*FParallelMeshDrawCommandPass stored on View controls two parallel tasks and their data - sorting and merging task, and drawing task. It is initialized based on temporary visible mesh draw command lists inside InitViews. It is also the only way to submit mesh draw commands in parallel.
*Raytraycing mesh draw commands are now stored separately on the view.
*Local shadows now can be sorted in parallel too.
*Removed mobile SortMeshDrawCommands function override, which was required to merge NoCSM/CSM base pass lists. Instead mobile base pass is skipped inside InitViews and is sorted later - inside SortMobileBasePassAfterShadowInit.
#rb Daniel.Wright
#fyi Arne.Schober, Dmitriy.Dyomin, Allan.Bentham
[CL 4690851 by Krzysztof Narkowicz in Dev-Rendering branch]