- Used by the VT system to alias DXT surfaces with integer formats.
#rb Zach.Bethel
#fyi Christopher.Waters
#jira UE-114726
#preflight 60a3aca422cce000018d88ad
[CL 16369514 by Luke Thatcher in ue5-main branch]
More work to do but this is a minimal functional starting point.
#rb halfdan.ingvarsson
#preflight 609da63e046b9d00010b8246
[CL 16321681 by Jeremy Moore in ue5-main branch]
- number of supplied parameters less or more than the number of specifiers used in format string
- invalid format string specifiers used
#rb Matt.Peters
[CL 16315056 by ionut matasaru in ue5-main branch]
* Added game thread-only version of draw events in order to avoid the mistake of pushing a draw event on the main thread using an immediate command list, and popping it on the main thread later on, while the original command list may have been destroyed already.
* FDrawEvent is now able to be started/stopped on the game thread (no command list provided : a render command using the current immediate command list will be issued on both start and end) or the rendering/RHI threads (same as now : the command list passed in the start function will be the one used in the end function)
* Fixed potential similar issue with Begin/EndDrawCanvasToRenderTarget and DrawMaterialToRenderTarget BP functions
* Fixed potential similar issue with FGPUSkinCache end of frame updates (+ fixed FGPUSkinCache::BeginBatchDispatch being ifdefed-out by #if WANTS_DRAW_MESH_EVENTS)
#rb mihnea.balta, chris.waters, josie.yang
#jira none
#tests editor, PF
#p4v-cherrypick 16311819
#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 16311809 in //Fortnite/Main/... via CL 16311812 via CL 16314912 via CL 16314932
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v804-16311228)
[CL 16314939 by jonathan bard in ue5-main branch]
- This should be much faster than previous code which attempted to map all mip levels
- Need to ensure at least lowest resolution mip is mapped, in order to avoid rendering frames with garbage data mapped
- Add warning for AllocatedVTs that never manage to complete this mappings
#rb none
#jira none
[CL 16308484 by Ben Ingram in ue5-main branch]
- Frozen memory images may have de-duplicated sections, where the same object is referenced multiple times; this means default destructors might be called multiple times, which is not supported in general
- Add a hook to allow custom behavior to destroy frozen objects that may hold references to external resources
- Within shader system, no need to run destructors, since all memory should be owned by the top-level memory image
#jira none
#rb arciel.rekman, charles.bloom
[CL 16278300 by Ben Ingram in ue5-main branch]
* Added CVar (r.GpuProfilerMaxEventBufferSizeKB) to control the GPU profiler scratch buffer's size (dynamically tweakable)
#rb ionut.mataseru
#jira none
#p4v-cherrypick 16221270
#ROBOMERGE-SOURCE: CL 16221260 in //Fortnite/Main/... via CL 16221263 via CL 16222503
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Main) (v796-16191650)
[CL 16222533 by jonathan bard in ue5-main branch]
- Instead, keep VT cached for a few frames after they are deleted, this way they can be re-used if they're deleted/recreated due to state changes
- This should solve the problem of material changes causing pages to become unmapped for a few frames
#rb none
#jira none
[CL 16209506 by Ben Ingram in ue5-main branch]
- Simplified texture subresource tracking.
- Removed map lookup for each resource in SetupPass.
- Improved Compile / CollectPassResources to reduce cache misses.
- Added some container reservations to reduce reallocation costs.
- Added snapping of buffers to page boundaries to improve re-use.
#rb none
[CL 16208311 by zach bethel in ue5-main branch]