Commit Graph

71 Commits

Author SHA1 Message Date
Sebastien Hillaire
eb33b6ec41 New default heightfog setup:
- by default, sky atmosphere affect height fog (r.SupportSkyAtmosphereAffectsHeightFog cvar is true by default now, cannot version renderer setting)
- by default, new heightfog components will have color contributions set to black.
- SupportSkyAtmosphereAffectsHeightFog is set to off in enginetest project to not disrupt tests.

#rb Daniel.Wright

[CL 16655878 by Sebastien Hillaire in ue5-main branch]
2021-06-14 05:22:59 -04:00
Ola Olsson
d08db2a87a Revert inset shadow logic to match UE4 (leftover from Reverb)
#rb andrew.lauritzen
#preflight 609e2417423c960001d4c98a

[CL 16327379 by Ola Olsson in ue5-main branch]
2021-05-14 04:01:45 -04:00
Wei Liu
a0f4c7a293 Support CSM Caching.
#jira none

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

[CL 16204572 by Wei Liu in ue5-main branch]
2021-05-05 04:18:08 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -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
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -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
jian ru
799de0f318 Record a separate list of primitives that requires interaction shadows to speed up traversal when setting up interaction shadows
[FYI] Daniel.Wright


#ROBOMERGE-SOURCE: CL 11508597 via CL 11513095 via CL 11513394
#ROBOMERGE-BOT: (v654-11333218)

[CL 11513734 by jian ru in Main branch]
2020-02-18 15:39:46 -05:00
jian ru
5dc8a2281d Move the FLightPrimitiveInteraction lists in FLightSceneInfo to private and provide interfaces to access them. It syncs with the async LPI creation task by default to ensure thread-safe access.
#ROBOMERGE-SOURCE: CL 11214540 via CL 11214571 via CL 11214576
#ROBOMERGE-BOT: (v644-11213502)

[CL 11214581 by jian ru in Main branch]
2020-02-04 10:44:17 -05:00
jian ru
01aa1ac5a1 Added an option that moves light octree traversal and FLightPrimitiveInteraction creation to an async task. The task overlaps with a large portion of InitViews (e.g. ComputeViewVisibility) and sync doesn't happen until InitDynamicShadows. It can even overlap with RenderPrePass r.DoInitViewsLightingAfterPrepass is set. This option reduced RT time by 0.53 ms on a type of consoles in a 10-run replay A/B test.
[FYI] Krzysztof.Narkowicz,Ben.Woodhouse


#ROBOMERGE-SOURCE: CL 11206777 via CL 11206820 via CL 11206876
#ROBOMERGE-BOT: (v643-11205221)

[CL 11206936 by jian ru in Main branch]
2020-02-03 12:03:27 -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
david harvey
6e7d779f93 [LLM] another pass over EngineMisc. moves about 15MB out in my test replay, mostly moved to LoadMapMisc and StreamingManager.
#rb anthony.bills


#ROBOMERGE-SOURCE: CL 6173661 via CL 6179493

[CL 6179684 by david harvey in Main branch]
2019-04-30 13:14:09 -04:00
kevin ortegren
7fca6bcac0 Clamping observer height to avoid precision issues. Fixes the issue where the height fog disapears when the observer is too far up.
#jira UE-70554
#rb krzysztof.narkowicz


#ROBOMERGE-SOURCE: CL 5319754 via CL 5321973

[CL 5322090 by kevin ortegren in Main branch]
2019-03-06 18:02:05 -05:00
ben marsh
874024cb5f Fix shadow variable warnings when running with StressTestUnity.
#rb none
#jira

#ROBOMERGE-SOURCE: CL 5312040 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5314703 by ben marsh in Main branch]
2019-03-06 12:44:40 -05:00
Marcus Wassmer
68f340a63c Merging //UE4/Dev-Main@4825910 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
KNOWN BROKEN DO NOT SYNC
#lockdown rolando.caloca

[CL 4827063 by Marcus Wassmer in Dev-Rendering branch]
2019-01-28 21:04:21 -05:00
Daniel Wright
387d960855 Renamed FStaticMesh -> FStaticMeshBatch to better describe what the class does (cached FMeshBatch) and reduce confusion with UStaticMesh
#rb none

[CL 4736238 by Daniel Wright in Dev-Rendering branch]
2019-01-16 15:48:19 -05:00
Daniel Wright
b364f8fc15 Removed legacy Drawing Policies and Static Mesh Draw Lists. These are now replaced by FMeshDrawCommand / FMeshPassProcessor everywhere in the renderer.
Implemented FMeshDrawCommand support for IndirectArgsBuffer, which is used by Niagara.
#rb none

[CL 4734925 by Daniel Wright in Dev-Rendering branch]
2019-01-16 14:28:24 -05:00
Marcus Wassmer
a8d6cc952b Merging //UE4/Dev-Main@4700769 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4729861 by Marcus Wassmer in Dev-Rendering branch]
2019-01-15 18:04:38 -05:00
Dmitriy Dyomin
e8d79c8ca6 Removed old mobile mesh drawing pipeline
#jira UE-64259
#rb none
#fyi krzysztof.narkowicz

[CL 4723232 by Dmitriy Dyomin in Dev-Rendering branch]
2019-01-14 22:43:34 -05:00
Krzysztof Narkowicz
0e36dc54b1 Wrapped uint32 for mesh pass mask into a separate class - FMeshPassMask.
#rb none

[CL 4716530 by Krzysztof Narkowicz in Dev-Rendering branch]
2019-01-12 22:39:01 -05:00
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
Krzysztof Narkowicz
c0c7c9f49e InitViews optimization. Packed mesh draw command infos into a continuous array in FPrimitiveSceneInfo for better cache efficiency. This allows entirely to skip fetching FStaticMesh data inside InitViews and just rely on two small continuous arrays: StaticMeshRelevances and StaticMeshCommandInfos.
#rb Daniel.Wright

[CL 4678229 by Krzysztof Narkowicz in Dev-Rendering branch]
2019-01-03 09:25:06 -05:00
Marcus Wassmer
4cc088f35c Copying //UE4/Dev-Rendering-HLR@4669539 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
#lockdown rolando.caloca

[CL 4669551 by Marcus Wassmer in Dev-Rendering branch]
2018-12-18 21:41:17 -05:00
Krzysztof Narkowicz
bac70dd4b3 InitViews optimizations for cache efficiency:
-Replaced FPrimitiveSceneInfo::StaticMesh TIndirectArray with TArray (properly presized before adding meshes).
-Added StaticMeshRelevances array, which keeps InitView specific FStaticMesh data.
-Changed order of branches inside AddCommandsForMesh, so if mesh draw processor can't use cached mesh draw commands then it never deferences cached mesh draw command specific data.

#rb Daniel.Wright

[CL 4667040 by Krzysztof Narkowicz in Dev-Rendering branch]
2018-12-17 17:12:31 -05:00
Marcus Wassmer
b5d7db3689 Copying //UE4/Dev-Rendering-HLR@4650617 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none

[CL 4651635 by Marcus Wassmer in Dev-Rendering branch]
2018-12-11 22:25:04 -05:00