Commit Graph

123 Commits

Author SHA1 Message Date
rolando caloca
c589fc9673 UE5EA - Fix threading issue when updating devices with Turnkey
One should not access target platform manager outside the game thread - in this case the target platforms array was invalidated while rendering thread was requesting info which was also causing it to re-initialize
#rb Josh.Adams
#jira UE-116932
#lockdown Cristina.Riveron

#ROBOMERGE-SOURCE: CL 16596321 in //UE5/Release-5.0-EarlyAccess/... via CL 16596377
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16596384 by rolando caloca in ue5-release-engine-test branch]
2021-06-08 19:08:14 -04:00
Wei Liu
de5a48902e 1. Fix a bug of missing velocity due to wrong LoadAction for parallel rendering.
2. Add a project setting option to avoid generating velocity and TAA shader unexpectly for mobile platform.

#jira none

#rb Dmitriy.Dyomin, Guillaume.Abadie

[CL 16584354 by Wei Liu in ue5-main branch]
2021-06-08 06:01:07 -04:00
zach bethel
d4b14c0e3b Reworking default textures to be read-only to reduce RDG tracking overhead.
#rb charles.derousiers

[CL 16456671 by zach bethel in ue5-main branch]
2021-05-25 17:12:22 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -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
89905e5412 Disabling SDF shadowing on D3D mobile for now as it adds one more sampler
#rb none
#jira UE-114009

[CL 16153466 by Dmitriy Dyomin in ue5-main branch]
2021-04-29 00:30:36 -04:00
Jeremy Moore
3b08896fef #jira UE-110652
Force IsUsingDBuffers to return false on mobile.
UE5 decal code has already been modified so that material compilation and rendering will remain correct on both mobile and mobile deferred after this change.
#rb dmitriy.dyomin

[CL 16131444 by Jeremy Moore in ue5-main branch]
2021-04-27 15:36:19 -04:00
Florin Pascu
575f254fce DF shadow fix for mobile es31 without independent samplers
Moved most of PCD3D_ES3_1 settings from code to DataDrivenPlatformInfo
#rb Dmitriy.Dyomin
#preflight 606d5b490ecb2c00011b988c

[CL 15938717 by Florin Pascu in ue5-main branch]
2021-04-07 04:35:19 -04:00
zach bethel
4143f7d0c1 Added RDG support for cube volume textures.
#rb sebastien.hillaire
#jira none

#ROBOMERGE-SOURCE: CL 15903221 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15907011 by zach bethel in ue5-main branch]
2021-04-02 19:48:57 -04:00
jack porter
7be32466df Fix issue with FShaderPlatformCachedIniValue reading several bool cvars as ints, disabling them if they are assigned =True in the ini file.
#jira UE-111007
#rb Wei.Liu
[FYI] Mickael.Gilabert, Florin.Pascu
#p4v-cherrypick 15734856

[CL 15734877 by jack porter in ue5-main branch]
2021-03-18 00:22:41 -04:00
Jack Porter
293d0d92f6 Use FConfigCacheIni::ForPlatform in FShaderPlatformCachedIniValue implementation
#jira UE-110486
#rb Florin.Pascu

[CL 15734866 by Jack Porter in ue5-main branch]
2021-03-18 00:18:18 -04:00
christopher waters
0082ff4b08 Fixing issues preventing previewing of lower shader models when launching with SM6.
#jira none
#rb zach.bethel, yuriy.odonnell

[CL 15682514 by christopher waters in ue5-main branch]
2021-03-11 19:26:01 -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
Wei Liu
dcf89313f0 Adjust the way of excluding mobile platform from GBasePassVelocityPlatformMask
#jira none

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

[CL 15602570 by Wei Liu in ue5-main branch]
2021-03-04 04:08:31 -04:00
Wei Liu
87d71bf730 Fix a crash bug of converting EShaderPlatform to FStaticShaderPlatform on some specific platforms.
#jira UE-109072

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

[CL 15601576 by Wei Liu in ue5-main branch]
2021-03-04 00:36:34 -04:00
Luke Thatcher
5355f42a1a Remove FRHITextureReference from platform RHI implementations.
- FRHITextureReference is now implemented entirely within the base RHI module, and platform specific code from each RHI has been removed.
 - This also unifies how each platform deals with nullptr texture references. Some used GWhiteTexture, others used GBlackTexture, others probably just crash. Now, nullptr references will refer to GBlackTexture.
 - New implementation also handles RHI validation properly. Old code would crash when a nullptr reference is used in a draw.

#rb Kenzo.TerElst, Will.Damon
#jira none

[CL 15586248 by Luke Thatcher in ue5-main branch]
2021-03-03 15:18:32 -04:00
zach bethel
cfcbdd1d90 Removed dead code from render target pool; removed 'passthrough' RDG hacks used during conversion.
#rb none
#rnx

[CL 15584180 by zach bethel in ue5-main branch]
2021-03-03 12:56:07 -04:00
jonathan bard
a9619fae9a Fixed texture viewer not allowing to toggle off the Alpha channel of textures/render targets/etc.
* Added EPixelFormatChannelFlags to indicate which pixel format supports which channel
* Fixed Alpha channel not properly tagged as such for various pixel formats (e.g. BC5 being marked as "Has Alpha Channel")
* Fixed some pixel formats without an enum-to-string (and vice versa) conversion
* Fixed and unified computation of mip number, max mip levels and pixel format for all types of textures supported by the texture viewer

#rb matt.kuhlenschmidt, rolando.caloca
#jira none

[CL 15471436 by jonathan bard in ue5-main branch]
2021-02-19 09:44:24 -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
Emil Persson
4516b985df Name all resources and make naming mandatory
#rb yuriy.odonnel, kenzo.terelst

[CL 15416919 by Emil Persson in ue5-main branch]
2021-02-16 08:37:39 -04:00
Dmitriy Dyomin
edd0257c55 Remove Texture2D as a storage for GPUScene primitives, OpenGL will use StructuredBuffers supported through SSBOs
#rb jack.porter
#fyi ola.olsson

[CL 15415286 by Dmitriy Dyomin in ue5-main branch]
2021-02-16 00:46:28 -04:00
Wei Liu
8dfe62c2b4 Port all mobile eye-adaptation resources to RDG.
#jira none

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

[CL 15278893 by Wei Liu in ue5-main branch]
2021-02-02 04:25:26 -04:00
carl lloyd
df0606a49b Added support for Framebuffer Fetch and Pixel Local Storage to OpenGL platform.
#rb Jack.Porter, Dmitriy.Dyomin

[CL 15179038 by carl lloyd in ue5-main branch]
2021-01-25 12:39:04 -04:00
Emil Persson
adf0716e8d Replace FVertexBufferRHIRef, FIndexBufferRHIRef and FStructuredBufferRHIRef with FBufferRHIRef.
#rb kenzo.terelst

[CL 15153257 by Emil Persson in ue5-main branch]
2021-01-21 07:06:03 -04:00