Commit Graph

792 Commits

Author SHA1 Message Date
aurel cordonnier
d17d20ca36 Merge from Release-Engine-Test @ 16758890 to UE5/Main
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719 (and Release-17.00 @ 16658211)

[CL 16763350 by aurel cordonnier in ue5-main branch]
2021-06-23 17:51:32 -04:00
paul chipchase
b702542294 Prevent a crash in DX12 if GFSDK_Aftermath_Lib.x64.dll is not found and improve the finding of the dll when using -basedir=
#rb kenzo.terelst
#preflight 60c9ebb93e1b3c0001400246

- The original code is using ::LoadLibrary with a relative path to find the dll and when running from staged data via -basedir= we will be relying on that path being relative to the current directory set by the command line. However many modules call FPlatformProcess::PushDllDirectory/PopDllDirectory to find dlls and when all of the paths are fully popped we will call ::SetDllDirectory with an empty string which will remove the current directory from the list of valid paths for ::LoadLibrary to search.
- To fix this we can call FPlatformProcess::PushDllDirectory/PopDllDirectory ourselves, with the location of the dll and then request the handle of the dll instead (examples of this can be found in other modules)
- When running with DX12 we no longer attempt to enable NvAftermath if we previously failed to find the dll in order to prevent a crash. We do this by recording if the dll has been loaded or not via a new global variable GDX12NVAfterMathModuleLoaded, similar to how the DX11 code path tracks this.

[CL 16690777 by paul chipchase in ue5-main branch]
2021-06-16 12:54:07 -04:00
Dan Thompson
bc392c8ffa Bink Audio :: 4/4 :: Integration :: #pf 60aea2116905a6000136901e #pf 60c9308ef7cffb0001674132
Integration touches several places in the engine:

1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave.

2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it.

3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search.

[CL 16682710 by Dan Thompson in ue5-main branch]
2021-06-15 20:26:41 -04:00
David Harvey
86ea19187f non-unity fix
#rb trivial
#jira none
#rnx

[CL 16641229 by David Harvey in ue5-main branch]
2021-06-11 10:30:17 -04:00
aurel cordonnier
e0ad4e25df Merge from Release-Engine-Test @ 16624776 to UE5/Main
This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576

[CL 16625248 by aurel cordonnier in ue5-main branch]
2021-06-10 13:13:24 -04:00
christopher waters
ba85da217b Implementing RHIGetNativeCommandBuffer for D3D11RHI, returns the immediate context.
#jira UE-115087
#rb james.doverspike, mihnea.balta
#preflight 60b798a98e7ee10001c58424

[CL 16537530 by christopher waters in ue5-main branch]
2021-06-02 14:47:32 -04:00
Arne Schober
bbfa598383 U5 - fix missing IsInRHIThread checks after mofing Resource deletes to the RHI thread.
[CL 16536167 by Arne Schober in ue5-main branch]
2021-06-02 12:55:01 -04:00
christopher waters
e61decf5cc Add more info to crashes when no UB is bound.
#jira UE-115087
#rb mihnea.balta
#preflight 60b6c22d4d507d00019551c5

[CL 16534451 by christopher waters in ue5-main branch]
2021-06-02 10:48:18 -04:00
graham wihlidal
51e614d6fe Integrated AMD AGS 6.0.1. This has the stabilized ABI for RenderDoc w/ vendor extensions.
#rb yuriy.odonnell, andrew.lauritzen
[FYI] jason.stewart, brian.karis

#ROBOMERGE-SOURCE: CL 16527404 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v826-16501804)

[CL 16527452 by graham wihlidal in ue5-main branch]
2021-06-01 21:32:41 -04:00
christopher waters
4de72a539a Adding PixelFormat Capability flags.
#jira none
#rb kenzo.terelst, luke.thatcher, mihnea.balta
#preflight 60b060f17e4e6a0001a305e9

[CL 16498262 by christopher waters in ue5-main branch]
2021-05-28 00:44:01 -04:00
aurel cordonnier
43fa62fcd8 Merge from Release-Engine-Test @ 16487383 to UE5/Main
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16488106 by aurel cordonnier in ue5-main branch]
2021-05-27 13:40:37 -04:00
christopher waters
02fe0df0fd ETextureCreateFlags enum class.
#jira none
#rb luke.thatcher
#preflight 60abd0c758f02e00017a2196

[CL 16438084 by christopher waters in ue5-main branch]
2021-05-24 14:25:19 -04:00
christopher waters
f872e769eb Before shutting down and deleting the Dynamic RHI, flush any potential queued commands.
PipelineStateCache specifically can now enqueue commands but this should also catch any other uses before here.
Adding explicit Command List argument to FRHIResource::FlushPendingDeletes to a) emphasize that it enqueues commands and b) allow the caller the option to flush the command list afterwards.

#jira none
#rb Arne.Schober
#preflight 60a6c7f60569f300012d6d01

[CL 16411660 by christopher waters in ue5-main branch]
2021-05-20 18:24:37 -04:00
christopher waters
d1f02225a4 Adding support for R32_FLOAT depth buffers.
#jira UE-85382
#rb brian.white, will.damon, mihnea.balta
#fyi andrew.lauritzen
#preflight 609de73fbfbee500013afd47

[CL 16330130 by christopher waters in ue5-main branch]
2021-05-14 11:17:41 -04:00
aurel cordonnier
8eebe8841f Merge UE5/RET @ 16305968 to UE5/Main
This represents UE4/Main @ 16261013 and Dev-PerfTest @ 16259937

[CL 16306996 by aurel cordonnier in ue5-main branch]
2021-05-12 18:10:03 -04:00
Arne Schober
1ee9c88b3b U5 - deletion of RHIResources is not happening on the RenderingThread anymore
[CL 16301883 by Arne Schober in ue5-main branch]
2021-05-12 13:24:37 -04:00
Arne Schober
8384913873 U5 - Fix D3d11 validation error when clearing large buffers that would run into a ComputeShader Threadgroup limitation.
[CL 16265499 by Arne Schober in ue5-main branch]
2021-05-11 03:24:16 -04:00
Arne Schober
b2b27bcd1f U5 - Delete Resources on the RHI Thread to fix layering violation
[CL 16246026 by Arne Schober in ue5-main branch]
2021-05-09 23:20:16 -04:00
christopher waters
56bc1c51f1 Switching FRHIResourceInfo::Name to be FName instead of FString to prevent excessive allocations.
Adding usage text to rhi.DumpResourceMemory.
Tweaking rhi.DumpResourceMemory output to be more explicit with the number of items shown.

#jira none
#rb kenzo.terelst
#preflight 60917d13a370e100017d3813

[CL 16197762 by christopher waters in ue5-main branch]
2021-05-04 15:12:36 -04:00
christopher waters
87718de4a2 Adding commands to dump RHI resource info.
rhi.DumpResourceMemory dumps the memory usage of each RHI resource if the type is instrumented. Currently only fully implemented for Textures and Buffers in D3D11 and D3D12.
rhi.DumpResourceCounts dumps the counts of each resource type. Should work for all RHIs.
Repurposed FRHIResourceInfo to use for generic resource info. Removed older uses of it that didn't actually provide data.
Made ERHIResourceType required to construct an FRHIResource.
Adding Name to FRHIBuffer.
Removed the unused FVulkanBuffer.
Removed the unused FOpenGLTexture and FOpenGLBaseTexture.

#jira none
#rb kenzo.terelst
#preflight 60902efd7d9bf90001766572

[CL 16186890 by christopher waters in ue5-main branch]
2021-05-03 16:58:15 -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
christopher waters
72d2db6113 Removing 'Fast VRAM allocations' from D3D11 RHI.
#jira none
#rb mihnea.balta, kenzo.terelst
#preflight 60899f34d324590001b47506

[CL 16147050 by christopher waters in ue5-main branch]
2021-04-28 14:41:47 -04:00
David Harvey
36acd31e38 fix for errors when compiling against newer Windows SDKs.
#jira UECON-528
#rb luke.thatcher
#rnx

[CL 16123332 by David Harvey in ue5-main branch]
2021-04-27 08:22:08 -04:00
Krzysztof Narkowicz
769fd2e59a Fixed D11 RHICopyTexture bug, where source box size was incorrectly aligned to dest texture. For example this causes a 2x4 UINT4->BC7 copy to become a 4x4 copy.
[CL 16121387 by Krzysztof Narkowicz in ue5-main branch]
2021-04-26 23:04:14 -04:00
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