Commit Graph

17 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
zach bethel
90bc2efada RDG refactor to enable draining of work after issuing occlusion queries.
- New Drain() method on FRDGBuilder; will flush all pending work.
 - Drained passes are not culled; resource lifetimes are extended; async compute fences are optimized as best as possible but fence joining may occur after the drain.
 - Batch up and pre-build all resource transitions. This is a prerequisite for parallel command lists.
 - Removed ServiceLocalQueue passes with built-in RDG AddDispatchHint().

#jira UE-114622

[CL 16393495 by zach bethel in ue5-main branch]
2021-05-19 17:54:58 -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
dmitriy dyomin
f9a82fbcb5 Properly setup SceneTextures for mobile base pass
#rb none

#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 15913788 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15913887 by dmitriy dyomin in ue5-main branch]
2021-04-05 03:36:51 -04:00
zach bethel
3ace7bed9d Fix for niagara using RDG resources outside of their respective lifetimes.
#rb stu.mckenna, jamie.hayes

#ROBOMERGE-OWNER: zach.bethel
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 15853901 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15867474 by zach bethel in ue5-main branch]
2021-03-30 16:25:21 -04:00
Florin Pascu
aa444e92db Modify Mobile SDF, SSAO and OcclusionQueries to be after FullPrepass
SDF and SSAO require FullPrepass
Addedr.Mobile.EarlyZPass to force FullPrepass
#rb Dmitriy.Dyomin
#jira none
#preflight 605c5d5bdf0ab5000137ec41

[CL 15820082 by Florin Pascu in ue5-main branch]
2021-03-25 06:34:31 -04:00
steve smith
16c4e92bd4 Make sure stereo depth swapchain texture is used if appropriate (with no MSAA).
#rb rob.srinivasiah zach.bethel jules.blok
#jira UE-95542

#ROBOMERGE-SOURCE: CL 15744081 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)

[CL 15744097 by steve smith in ue5-main branch]
2021-03-18 20:41:11 -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
steve smith
922c506801 Fix Mobile Multiview rendering (Quest, etc) by ensuring depth (and possibly color targets) are created as TextureArrays when multiview is enabled.
#rb zach.bethel robert.srinivasiah
#jira none

#ROBOMERGE-SOURCE: CL 15631625 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)

[CL 15631628 by steve smith in ue5-main branch]
2021-03-05 20:34:50 -04:00
zach bethel
462cf0dab2 Added public ResetSceneTextureExtentHistory function to reset render target size after high resolution rendering.
#rnx
#rb matt.hoffman
#jira UE-109781

[CL 15575911 by zach bethel in ue5-main branch]
2021-03-02 19:34:59 -04:00
Wei Liu
c420f31b4b Add a console variable for setting mobile anti-aliasing method, remove the r.MobileMSAA and get the MSAA sample count from r.MSAACount.
#jira none

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

[CL 15514216 by Wei Liu in ue5-main branch]
2021-02-24 11:02:45 -04:00
Florin Pascu
77051879b6 DistanceField Shadow Mobile(disabled by default for the moment)
#rb Dmitriy.Dyomin,Zach.Bethel, Jack.Porter
#jira UE-103864

[CL 15471024 by Florin Pascu in ue5-main branch]
2021-02-19 07:49:57 -04:00
Wei Liu
e1dbc67499 Support Desktop TAA with the mobile renderer( reimplement in UE5)
#jira none

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

[CL 15466697 by Wei Liu in ue5-main branch]
2021-02-18 21:11:17 -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
Guillaume Abadie
edd1ea7052 Fixes composite editor primitives when using temporal upsampling
#rb none
#jira none

[CL 15334446 by Guillaume Abadie in ue5-main branch]
2021-02-05 03:40:03 -04:00
Guillaume Abadie
91b66f23a5 Implements r.ResetRenderTargetsExtent command
#rb none

[CL 15317854 by Guillaume Abadie in ue5-main branch]
2021-02-04 12:47:39 -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