Commit Graph

148 Commits

Author SHA1 Message Date
zach bethel
67229c547a Reworked scene renderer lifetime to allow deferral of scene render cleanup.
This avoids a long stall on mesh draw command recording tasks at the end of the frame and saves about .1 ms of work off the render thread.

#jira UE-114622
#rb luke.thatcher

[CL 16419616 by zach bethel in ue5-main branch]
2021-05-21 11:30:17 -04:00
danny couture
9332b64809 Prepare for the deprecation of direct access to the Resource member of UTexture in favor of the GetResource() accessor.
#rb Francis.Hurteau
#preflight 609e5182ef86d30001ad0a18
#rnx

[CL 16328103 by danny couture in ue5-main branch]
2021-05-14 07:17:32 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Lukas Hermanns
c01bb759fd Use float4 instead of float3 for global input value in ReflectionEnvironmentCapture to fix translation in SPIR-V backends.
#rb Carl.Lloyd
#fyi Guillaume.Abadie
#jira none
#rnx

[CL 15917187 by Lukas Hermanns in ue5-main branch]
2021-04-05 12:24:21 -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
chris kulla
2c8d713460 Avoid rebuilding Skylight importance tables for the path tracer each frame.
The path tracer's representation of the skylight texture is now cached across frames. Code such as the realtime capture system or the skylight cubemap management only need to worry avoid invalidating the handle to the texture if it needs to change. The path tracing code will automatically rebuild these textures when they are needed. I also added a cvar (off by default) to force these textures to always be rebuilt to make it easier to benchmark the performance of this step.

Implement MIS Compensation for Skylight importance tables. When MIS is being used, we can tweak the skylight pdf since we know the domain is already well covered by BxDF sampling.

#rb Patrick.Kelly

[CL 15563200 by chris kulla in ue5-main branch]
2021-03-01 18:28:37 -04:00
zach bethel
c6cb1e82be Deprecated and gutted FSceneRenderTargets. Moved all textures over to FSceneTextures. Refactored the renderer to use RDG textures from FSceneTextures instead.
#rb arne.schober, luke.thatcher, christopher.waters, kenzo.terelst

[CL 15040082 by zach bethel in ue5-main branch]
2021-01-11 14:49:16 -04:00
Marc Audy
bf80889353 UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402

[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00
Andrew Davidson
10bca5261b Double math ambiguity Engine fixes
#rb jeanfrancois.dube, trivial

[CL 14974758 by Andrew Davidson in ue5-main branch]
2021-01-04 07:59:22 -04:00
zach bethel
102420ff59 Expanded RDG builder outside of scene renderer.
#rb christopher.waters
#jira none

[CL 14914671 by zach bethel in ue5-main branch]
2020-12-14 13:56:15 -04:00
zach bethel
828e51452b Moved reflection scratch cubemaps out of the public scene context and into their own private global variable. Removed some dead code. Moved some GPU mask logic out of the deferred shading render function.
#rb none

[CL 14809825 by zach bethel in ue5-main branch]
2020-11-24 11:55:35 -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
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
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -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
carl lloyd
778fb07a02 Fix for limit of 256 texture array layers on some Android platforms
[REVIEW] [at]Dmitriy.Dyomin [at]Jack.Porter

#ROBOMERGE-SOURCE: CL 12332521 in //UE4/Release-4.25/... via CL 12332522
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v670-12295787)

[CL 12332525 by carl lloyd in Main branch]
2020-03-20 06:43:51 -04:00
jian ru
a24f59c5e1 Free reflection scratch cubemaps after use
#rb Chris.Bunner


#ROBOMERGE-SOURCE: CL 11846745 via CL 11846750 via CL 11846764
#ROBOMERGE-BOT: (v656-11643781)

[CL 11880843 by jian ru in Main branch]
2020-03-03 15:03:32 -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
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
f63a3e857e Merging //UE4/Main@11178322 to Dev-RenderPlat-Staging
#rnx
#rb none

[CL 11195678 by Rolando Caloca in Dev-RenderPlat-Staging branch]
2020-01-31 10:34:10 -05:00
jian ru
5b88ce6205 Replace the SRVs TMap in FSceneRenderTargetItem with an array and clear cubemap SRVs after mip gen. This saved 0.09 ms RT time according to a 10-run replay A/B test.
#ROBOMERGE-SOURCE: CL 11161773 via CL 11161777 via CL 11161784
#ROBOMERGE-BOT: (v640-11091645)

[CL 11164813 by jian ru in Main branch]
2020-01-29 14:13:26 -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
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