Commit Graph

813 Commits

Author SHA1 Message Date
Ola Olsson
75247deb28 Hook up render state recreate to VSM Cvar (r.Shadow.v.Enable)
- needed to handle z-order change in cached render commands.

#rb andrew.lauritzen
#fyi graham.wihlidal

[CL 15162791 by Ola Olsson in ue5-main branch]
2021-01-22 04:59:02 -04:00
christopher waters
66556d0057 Converting some ShaderPlatform usages to ShaderFormat.
#jira non
#rb josh.adams

[CL 15161128 by christopher waters in ue5-main branch]
2021-01-21 20:01:32 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
zach bethel
a2bc3ea0f8 Converted canvas rendering to RDG.
#rb christopher.waters
#jira UE-106330

[CL 15157078 by zach bethel in ue5-main branch]
2021-01-21 14:46:38 -04:00
zach bethel
81d46bc35e Fixed cloud RHI validation failures.
#rb sebastien.hillaire
#jira UE-105065
#rnx

[CL 15155170 by zach bethel in ue5-main branch]
2021-01-21 12:46:39 -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
Ola Olsson
95e95585a0 Fix out of bounds scope stack index
#rb zach.bethel

[CL 15147366 by Ola Olsson in ue5-main branch]
2021-01-20 15:54:40 -04:00
Emil Persson
9d7f102824 Replace FRHIVertexBuffer, FRHIIndexBuffer and FRHIStructuredBuffer with FRHIBuffer, and some additional cleanup.
#rb kenzo.terelst

[CL 15143850 by Emil Persson in ue5-main branch]
2021-01-20 06:49:41 -04:00
Ola Olsson
e595e1c516 Final set of GPU-Scene Instance Culling v0.1 changes (disabled by default)
- LocalVertexFactory can fetch instance data from GPU-Scene
- regular Shadow map rendering can use instance culling view index (route to cube face)
- HISM/ISM/SM registers instance data
- Support for overriding mesh draw commands with indirect dispatch

#rb graham.wihlidal

[CL 15135051 by Ola Olsson in ue5-main branch]
2021-01-19 08:25:03 -04:00
graham wihlidal
d85da18dfd Additional (disabled for now) helper routines and changes related to GPU instance culling (wrapped with GPUCULL_TODO)
#authors ola.olsson, graham.wihlidal
#rb graham.wihlidal
#fyi brian.karis, rune.stubbe

[CL 15106174 by graham wihlidal in ue5-main branch]
2021-01-15 06:16:40 -04:00
graham wihlidal
61244769d1 Decoupled more of the GPU scene instance culling work
==
* Added instance offset and count to primitive data, along with GetPrimitiveUniformShaderParameters() diffs
* Remaining FInstanceCullingManager& hooks through functions
* Various todo comments to address later
* Calls to (disabled for now) BuildRenderCommands()
* Mutability of FViewInfo in some spots
* Additional instance culling draw params in a few places
* EVertexInputStreamType cleanup
* UseVirtualShadowMaps() feature capability helper function

#authors ola.olsson, graham.wihlidal
#rb graham.wihlidal
#fyi brian.karis, rune.stubbe

[CL 15092149 by graham wihlidal in ue5-main branch]
2021-01-14 15:46:32 -04:00
zach bethel
20b4318f09 Small refactor to dynamic RDG 'AddPass' function to take a void parameter struct pointer, since it's providing its own metadata.
#rnx
#rb none

[CL 15088509 by zach bethel in ue5-main branch]
2021-01-14 13:57:15 -04:00
graham wihlidal
1eb46b205d Modified RenderGraph CreateStructuredBuffer helper to support 0 element allocations by returning a dummy buffer with 1 element
#rb trivial
#fyi zach.bethel

[CL 15080185 by graham wihlidal in ue5-main branch]
2021-01-14 00:23:29 -04:00
zach bethel
2f4d0bf263 Renamed SetGlobalUniformBuffers to SetStaticUniformBuffers for consistency.
#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.
#rb none

[CL 15052129 by zach bethel in ue5-main branch]
2021-01-12 13:56:48 -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
zach bethel
72b7f02d53 Fixed RDG scopes not being pushed due to unsigned / signed mismatch.
#rb none

[CL 15038952 by zach bethel in ue5-main branch]
2021-01-11 13:12:12 -04:00
Yuriy ODonnell
c2ca012ff9 Implemented support for indirect ray tracing dispatch in D3D12 / DXR 1.1.
#rb Kenzo.Terelst
#jira UE-106035

[CL 15036968 by Yuriy ODonnell in ue5-main branch]
2021-01-11 09:49:56 -04:00
Marc Audy
bf80889353 UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402

[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00
carl lloyd
cf8272cdbc Added StructuredBuffers to ClearUAV on Vulkan
#rb Rolando.Caloca, Dmitriy.Dyomin

[CL 15009168 by carl lloyd in ue5-main branch]
2021-01-07 05:19:11 -04:00
christopher waters
17592d14a5 Quick fix for excessive load times when launching a project for the first time. I'll need to investigate a better way to cache the necessary per platform configs.
#jira none
#rb none

[CL 14996780 by christopher waters in ue5-main branch]
2021-01-05 20:06:51 -04:00
christopher waters
6578ec44e2 Changing some shader compilers to use common flags for exporting debug information:
- r.Shaders.KeepDebugInfo: if we should compile with debugging information included and export that data to files for platforms that support it.
- r.Shaders.PrepareExportedDebugInfo: precompile debug info for platforms that export it to files.
- r.Shaders.AllowUniqueDebugInfo: used to disallow debug info sharing, will increase debug export sizes.

#jira none
#rb luke.thatcher, lukas.hermanns

[CL 14991674 by christopher waters in ue5-main branch]
2021-01-05 12:13:19 -04:00
zach bethel
849e110f2a Added FGBufferBinding to GBuffer info to store pertinent GBuffer binding information in a much smaller footprint.
#rb none

[CL 14984229 by zach bethel in ue5-main branch]
2021-01-04 16:46:15 -04:00
zach bethel
44e2bf09de Miscellaneous render graph changes in preparation for the scene textures refactor.
- Added GetLoadActionIfProduced helper function.
 - Made GetPooledFreeBuffer attempt to reuse the existing allocation.
 - Disable load action validation when SkipRenderPass is specified.

#rb none
#rnx

[CL 14957259 by zach bethel in ue5-main branch]
2020-12-18 16:33:44 -04:00
chris kulla
9d7b411599 Fix typo preventing the creation of Texture arrays via RDG
Fix incorrect assert preventing the use of Texture 2D Arrays with UAVs

#rb Zach.Bethel

[CL 14932521 by chris kulla in ue5-main branch]
2020-12-15 13:34:17 -04:00