Marc Audy
8f73cd7fa9
Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
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This represents UE4/Main @ 15601601
[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
steve smith
461f10df8e
Fix CIS break (with rename of FoveationTexture to ShadingRateTexture).
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#rb trivial
#jira none
[CL 15630421 by steve smith in ue5-main branch]
2021-03-05 18:33:15 -04:00
steve smith
3b48a577cd
Add missing fix for foveation texture
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#jira UE-104918
#rb zach.bethel
#ROBOMERGE-SOURCE: CL 15628920 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)
[CL 15628924 by steve smith in ue5-main branch]
2021-03-05 16:28:51 -04:00
steve smith
f6669c1638
Fix assert on RHI access for foveation texture.
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#jira UE-104918
#rb zach.bethel
#ROBOMERGE-SOURCE: CL 15628768 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v777-15581079)
[CL 15628769 by steve smith in ue5-main branch]
2021-03-05 16:16:14 -04:00
zach bethel
b544f9a0a6
Fixed bad merge of 4.26 transient resource fixes in RDG.
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#rnx
#rb none
[CL 15566509 by zach bethel in ue5-main branch]
2021-03-02 00:38:03 -04:00
Luke Thatcher
187779ebf9
Fix bugs in RHI validation layer
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- Stencil SRVs didn't have their plane index set appropriately, causing SRVGraphics/SRVCompute access to be logged against the depth plane instead, resulting in spurious validation errors.
- Filter for unique resources in RDG's handling of Begin/EndUAVOverlap. The tracking for overlaps is kept on the underlying resource, not the view, meaning if two views to the same resource are passed to Begin/EndUAVOverlap, it will trigger the Begin/End mismatch validation.
Add support for enabling RHI validation logging on the command line
- Use -RHIValidationLog=" ... resource names ... ", where the list of names are comma separated.
- Replaces the hardcoded GAutoLogResourceNames array in RHIValidation.cpp.
Minor change: switch ordering of args in SpecificUAVOverlap to match the other state validation functions.
#rb Christopher.Waters
[CL 15522344 by Luke Thatcher in ue5-main branch]
2021-02-24 18:07:36 -04:00
zach bethel
af9ebacf59
Reimplemented fix for transient resources in RDG.
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#rnx
[CL 15474055 by zach bethel in ue5-main branch]
2021-02-19 14:33:45 -04:00
zach bethel
1829d51d80
Fixed build break.
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#rb none
[CL 15465960 by zach bethel in ue5-main branch]
2021-02-18 20:06:45 -04:00
zach bethel
50d368cbf4
Improved sorting and coloration of resources in RDG insights.
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#rb none
#rnx
[CL 15338594 by zach bethel in ue5-main branch]
2021-02-05 12:11:16 -04:00
Marc Audy
cac1fe0019
Merge UE5/Release-Engine-Staging @ CL# 15299266 to UE5/Main
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This represents UE4/Main @ CL# 15277572
[CL 15299962 by Marc Audy in ue5-main branch]
2021-02-03 14:57:28 -04:00
zach bethel
274c3b2ba7
RDG Insights Plugin
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#jira none
#rb catalin.dragoiupruna
[CL 15296346 by zach bethel in ue5-main branch]
2021-02-03 13:17:04 -04:00
zach bethel
2f4d0bf263
Renamed SetGlobalUniformBuffers to SetStaticUniformBuffers for consistency.
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#rb christopher.waters
#jira none
[CL 15071806 by zach bethel in ue5-main branch]
2021-01-13 16:51:48 -04:00
zach bethel
782e2b8c79
Fixed crash in DrawTileMesh due to SkipBarriers flag.
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#rb none
[CL 15052129 by zach bethel in ue5-main branch]
2021-01-12 13:56:48 -04:00
zach bethel
20c1e430de
Fixed RDG 'Clear' stat timings.
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#rb none
#rnx
[CL 14914490 by zach bethel in ue5-main branch]
2020-12-14 13:29:53 -04:00
zach bethel
bbca7d57e6
Fixed build break.
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#rb none
[CL 14876404 by zach bethel in ue5-main branch]
2020-12-07 23:41:36 -04:00
zach bethel
0a145b23fe
Improved RDG state merging to better handle subresources. Subresource tracking is used for the rest of the graph if subresource states are encountered. Improved error reporting for edge case where transitions are inserted out of order. Added explicit merge check for depth read / write to make sure that it doesn't merge with anything else.
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#rb none
[CL 14874576 by zach bethel in ue5-main branch]
2020-12-07 18:45:31 -04:00
zach bethel
0d7dc4d4ed
Refactor of uniform buffer binding to allow for runtime selection of static or per-shader binding. This is a necessary precursor to moving the View uniform buffer to use static bindings on mesh passes; it is used in so many places that both binding models are required to preserve compatibility. Added validation to catch when a uniform buffer is bound using both methods at the same time. Added CVar to RHI transition validation to control whether to break in the debugger on a transition failure.
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#rb christopher.waters
[CL 14873973 by zach bethel in ue5-main branch]
2020-12-07 17:42:32 -04:00
zach bethel
8b370a9a97
Fix for non-unity builds.
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#rb none
[CL 14821718 by zach bethel in ue5-main branch]
2020-11-30 13:41:01 -04:00
zach bethel
7ae3cdb31f
Implemented support for multi-pipe UAV access. Implemented command list stats on RDG builder to avoid helper passes. Added {Begin, End}UAVOverlap to RDG UAVs.
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#rb none
[CL 14821597 by zach bethel in ue5-main branch]
2020-11-30 13:27:08 -04:00
zach bethel
b6408b9615
Fix for RDG crash due to early release of allocations.
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#rb none
[CL 14783470 by zach bethel in ue5-main branch]
2020-11-18 18:54:41 -04:00
zach bethel
4e959189a6
Reworking RDG allocator to include container memory. This removes the dependency on the thread local memstack, and MemMark can no longer release RDG memory. All RDG memory is now released after execution.
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#rb christopher.waters
[CL 14783232 by zach bethel in ue5-main branch]
2020-11-18 18:25:03 -04:00
Marc Audy
af0cbf82a1
Fix warning V670: The uninitialized class member 'Allocator' is used to initialize the 'Blackboard' member. Remember that members are initialized in the order of their declarations inside a class.
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#codereview Zach.Bethel
[CL 14770445 by Marc Audy in ue5-main branch]
2020-11-17 23:33:02 -04:00
zach bethel
07f39208c9
Added RDG system textures struct tied to the RDG blackboard. Pre-registers all resources with a ReadOnly flag which will disallow writes. Also allows us to avoid re-registering dummy textures dozens of times. Removed unused GTAO randomization texture.
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#rb christopher.waters
[CL 14766647 by zach bethel in ue5-main branch]
2020-11-17 18:21:53 -04:00
zach bethel
7c55500b43
RDG refactors in preparation for scene render targets refactor.
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- Added simple blackboard container.
- Added support for checking if a resource has been produced within the graph.
- Moved all RHI validation into user validation cpp file.
- Fixed bug in graph producer compilation logic when switching to subresources.
#rb none
[CL 14766062 by zach bethel in ue5-main branch]
2020-11-17 17:04:48 -04:00
zach bethel
5630bcfd89
Added Multi-pipeline Transition Support to platforms and RDG. Fixed uniform buffer hack in composition lighting.
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#rb luke.thatcher, kenzo.terelst
#jira none
[CL 14727873 by zach bethel in ue5-main branch]
2020-11-11 19:22:36 -04:00