Commit Graph

90 Commits

Author SHA1 Message Date
christopher waters
83f70197d3 Tessellation Removal: Removing RHI Hull/Domain shader types and enums.
#rb lukas.hermanns
#jira UE-94564
#preflight 607f2e11eb4f050001d4655e

[CL 16066223 by christopher waters in ue5-main branch]
2021-04-20 17:00:25 -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
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
zach bethel
056a26cddd Refactored uniform buffers to use static bindings as opposed to FPersistentUniformBuffers across the deferred renderer. This removes the view uniform buffer and reflection capture uniform buffers from mesh draw commands and reduces the use of RHIUpdateUniformBuffers.
- 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]
2020-12-07 17:43:21 -04:00
Ben Ingram
3e62b2de7c Allow UnfrozenCopy to copy data that was frozen with FPlatformLayoutParameters that are different from the current/local platform
- This is used to allow editor to load cooked materials/shader maps
- Remove UE_FORCE_64BIT_MEMORY_IMAGE_POINTERS, and instead always force memory image ptrs to be 64bits...this simplifies some code, and plan is to remove 32bit support at some point anyway
- Frozen memory image pointers only need 32bits for offset, which leaves another 32bits to stash a type identifier...this allows us to interpret that frozen data being referenced, even it's packed for a different platform
#jira UE-91444
#rb arciel.rekman

[CL 14592392 by Ben Ingram in ue5-main branch]
2020-10-27 16:35:01 -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
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
ben ingram
d9d0535ddc Add freezable hash table, use to accelerate lookup of shaders within ShaderMap
- Shaders are searched by TypeName and PermutationId, so move those fields out of FShader and into separate arrays inside ShaderMap, to reduce cache misses while finding shaders
#rb none

#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 12646854 via CL 12646966 via CL 12646981
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12646995 by ben ingram in Main branch]
2020-04-06 21:12:18 -04:00
wei liu
35f199da49 Fix a bug of invalid custom depth is used in PP material.
#jira UE-89660

#rb jack.porter, mi.wang

#ROBOMERGE-SOURCE: CL 11729627 in //UE4/Release-4.25/... via CL 11729654
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)

[CL 11729684 by wei liu in Main branch]
2020-02-28 08:51:06 -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
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
Rolando Caloca
c2d62c0ecc Copying //UE4/Dev-Rendering@10763356 to //UE4/Dev-RenderPlat-Staging
#rb none
#rnx

[CL 10769097 by Rolando Caloca in Dev-RenderPlat-Staging branch]
2019-12-17 14:14:23 -05:00
ben ingram
d63acabb53 - Make GDefaultMaterialParameterCollectionInstances a TMultiMap, instead of TMap
- It's possible for the same MPC to be loaded multiple times.  If this happens, it will get added to this map multiple times.  If it's not a multimap, the first instance that's destroyed will remove the ID from the map, which will cause further lookups against the map to fail
#rb none


#ROBOMERGE-SOURCE: CL 10493095 via CL 10493097 via CL 10493098
#ROBOMERGE-BOT: (v606-10482310)

[CL 10493099 by ben ingram in Main branch]
2019-12-02 20:08:06 -05:00
mihnea balta
0e1d9a37c3 Fix crash when the following two events happen during the same frame:
* a parameter of a translucent material changes (or any other material change which causes a mesh draw command to be rebuilt)
* the scene is captured to a cube map (for example, because a skylight component is marked as dirty)

UpdateDeferredCachedUniformExpressions() would normally be called by BeginRenderingViewFamily() to update the changed material, but USkyLightComponent::UpdateSkyCaptureContents() runs before the viewport is redrawn, so if we don't update the cache explicitly at the beginning of CaptureSceneToScratchCubemap(), FMaterialShader::GetShaderBindings() asserts.

#jira UE-75466
#lockdown cristina.riveron
#rb Daniel.Wright

#ROBOMERGE-SOURCE: CL 10302757 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v593-10286020)

[CL 10302785 by mihnea balta in Main branch]
2019-11-19 03:06:29 -05:00
mihnea balta
c74e10ed85 Added extra logging to track down crash in GetShaderBindings.
#jira UE-75466
#lockdown Cristina.Riveron
#rb Rolando.Caloca

#ROBOMERGE-SOURCE: CL 9839764 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v546-9757112)

[CL 9839766 by mihnea balta in Main branch]
2019-10-25 11:34:16 -04:00
Marcus Wassmer
6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00
shaun kime
e1f79f9200 Back out changelist 7827497 as it broke Niagara rendering as per UE-78484
#jira UE-78484
#tests tested some niagara effects after and looked correct
#rb none
[FYI] zach.bethel

#ROBOMERGE-SOURCE: CL 7841367 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v389-7813075)

[CL 7841368 by shaun kime in Main branch]
2019-08-07 12:18:48 -04:00
zach bethel
c7d4cf7b71 Allow FMeshBatchElement::PrimitiveUniformBuffer to be assigned to the default scene proxy uniform buffer without triggering the GpuScene assert.
#rb Krzysztof.Narkowicz
#jira UE-72116

#ROBOMERGE-SOURCE: CL 7827497 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v389-7813075)

[CL 7827500 by zach bethel in Main branch]
2019-08-06 18:28:42 -04:00
rolando caloca
83c57c2a0f UE4.23 - Deprecate FUniformBufferRHIParamRef, FIndexBufferRHIParamRef, FVertexBufferRHIParamRef, FStructuredBufferRHIParamRef, FTextureRHIParamRef, FTexture2DRHIParamRef, FTexture2DArrayRHIParamRef, FTexture3DRHIParamRef, FTextureCubeRHIParamRef
#rb none
#jira UE-76364

#ROBOMERGE-SOURCE: CL 7046967 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v367-6836689)

[CL 7047009 by rolando caloca in Main branch]
2019-06-17 13:39:07 -04:00
Rolando Caloca
aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00