Commit Graph

1060 Commits

Author SHA1 Message Date
yangke li
0a48229025 add RGB555A1 texture format support(not supported on Mac)
useful for RVT on mobile platforms, to save the cost of runtime compression
#rb Dmitriy.Dyomin mihnea.balta

[CL 16872220 by yangke li in ue5-main branch]
2021-07-16 11:38:24 -04:00
zach bethel
f7630c5690 Missing local file.
#rb none

[CL 16863831 by zach bethel in ue5-main branch]
2021-07-15 12:40:00 -04:00
zach bethel
70d2162e3f Minor clean-up of RDG event name. Simplified the 'compiled out' name and fixed misspelling of a variable name.
#rb none

[CL 16863808 by zach bethel in ue5-main branch]
2021-07-15 12:38:18 -04:00
danny couture
1ff405cb3a Skip FlushRenderingCommand in slowtask tick when there is nothing to cleanup
#rnx
#rb Francis.Hurteau

[CL 16857570 by danny couture in ue5-main branch]
2021-07-14 20:20:41 -04:00
Jian Ru
f38c7b640b Keep the default values of GDistanceFieldsPlatformMask and GRayTracingPlatformMask if their corresponding settings are not found in init files
#jira none
#fyi krzysztof.narkowicz

[CL 16853564 by Jian Ru in ue5-main branch]
2021-07-14 15:09:15 -04:00
krzysztof narkowicz
38bc6643b2 Fixed FRenderBounds::ComputeSquaredDistanceToPoint
#ROBOMERGE-SOURCE: CL 16853024
#ROBOMERGE-BOT: (v836-16769935)

[CL 16853030 by krzysztof narkowicz in ue5-main branch]
2021-07-14 14:32:26 -04:00
zach bethel
cfdf2b7700 Remove split transition for swap chain textures. This avoids cases where certain platforms will stall at the beginning of graph execution.
#rb christopher.waters
#jira UE-119087

[CL 16850825 by zach bethel in ue5-main branch]
2021-07-14 11:50:54 -04:00
zach bethel
fa8201c2d0 Build fix for RDG compiled without GPU events.
#rb none

[CL 16840331 by zach bethel in ue5-main branch]
2021-07-13 14:29:12 -04:00
zach bethel
f311bbc7a1 RDG Parallel Execution (disabled by default)
- Refactored RDG to support free-threaded execution of passes.
 - Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.

#rb christopher.waters

[CL 16838717 by zach bethel in ue5-main branch]
2021-07-13 12:38:27 -04:00
krzysztof narkowicz
3714db3ea2 Added per platform setting to toggle distance field support. If it's disabled then no distance data will be cooked and distance fields will be disabled on the target platform.
Renamed FDataDrivenPlatformInfo::AudioCompressionSettingsIniSectionName to TargetSettingsIniSectionName. It's now used to populate PlatformMask at runtime, to make sure that it matches between cook and runtime. Before it was possible to cook with e.g. GRayTracingPlaformMask=0, but then the cooked game would run with GRayTracingPlaformMask=1.

#rb Patrick.Kelly
[FYI] Patrick.Kelly, Daniel.Wright, Josh.Adams


#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 16825469
#ROBOMERGE-BOT: (v836-16769935)
#ROBOMERGE-CONFLICT from-shelf

[CL 16825718 by krzysztof narkowicz in ue5-main branch]
2021-07-12 11:20:21 -04:00
christopher waters
d5f57e697f RDGBuffer objects actually need destructing with their new TFunction members. This fixes a slow leak when using Buffer creation callbacks.
#jira none
#rb jian.ru, zach.bethel
#preflight 60d617e1caf05900010655a8

[CL 16787641 by christopher waters in ue5-main branch]
2021-06-25 15:34:06 -04:00
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
guillaume abadie
c1819a0532 Implements r.AntiAliasingMethod
#rb none
#preflight 60d33c8cd9586b000132acac


#ROBOMERGE-SOURCE: CL 16758022
#ROBOMERGE-BOT: (v835-16672529)

[CL 16758023 by guillaume abadie in ue5-main branch]
2021-06-23 11:38:33 -04:00
Brandon Schaefer
e1a0723eca Fix clang compiler warning/error
#jira none
#rb none
#fyi Arciel.Rekman, Aurel.Cordonnier

[CL 16751799 by Brandon Schaefer in ue5-main branch]
2021-06-22 19:49:50 -04:00
Martin Ridgers
8f406d2b0e Move RHI_API into the UE_TRACE_CHANNEL_EXTERN() macro so it compiles if the macro is a stub.
[CL 16748765 by Martin Ridgers in ue5-main branch]
2021-06-22 16:37:17 -04:00
graham wihlidal
3702c00d25 Added InstancePayloadDataOffset and InstancePayloadDataStride to primitive scene info and primitive uniform shader parameters. The range allocator has also been implemented, but no GPU resource allocations are performed at this time.
#rb ola.olsson
[FYI] brian.karis


#ROBOMERGE-SOURCE: CL 16745716
#ROBOMERGE-BOT: (v835-16672529)

[CL 16745792 by graham wihlidal in ue5-main branch]
2021-06-22 13:49:59 -04:00
Ola Olsson
e9276fc6db Combing GPU-Scene instance culling and the id-list generation into one step, and the same for VSM
- Uses the InstanceCullingLoadBalancer to pre-distribute the work on the CPU to ensure even load.
 - Make instance culling use the instance data offset in MDC instead of translating primitive IDs.
 - Track single-instance draws separately from instanced to optimize handling (disable culling for single-instance primitives).

#rb Graham.wihlidal,andrew.lauritzen
#fyi dmitriy.dyomin
#preflight 60d0eafa2ab2180001269160

[CL 16733827 by Ola Olsson in ue5-main branch]
2021-06-21 16:51:39 -04:00
dmytro vovk
abd3a59d4d Removed ES 3.1 redundant feature level checks
#jira none
#rb Dmitriy.Dyomin

[CL 16727513 by dmytro vovk in ue5-main branch]
2021-06-21 09:19:59 -04:00
Ola Olsson
a7127725ee Add simple functionality to wrap 1D dispatches into 2D or 3D as needed with minimal overhead, and add utility shader function to retrieve the linear index.
- Makes the assumption (checked) that dimensions are at least 128 in both X and Y.

#rb Krzysztof.Narkowicz,Sebastien.Hillaire,Rune.Stubbe
#preflight 60d059002ab2180001122cef

[CL 16725805 by Ola Olsson in ue5-main branch]
2021-06-21 06:07:27 -04:00
Wei Liu
8208074bf6 1. Unify the lighting calculation for both mobile deferred and forward.
2. Add an option to use high quality BRDF on mobile as the same with PC.
3. Fallback to default light shading model if it is not supported on mobile.
4. Use EnvBrdf for mobile deferred lighting pass.

#jira none

#rb Dmitriy.Dyomin
#preflight 60cdef32be81e8000118d85c

[CL 16722349 by Wei Liu in ue5-main branch]
2021-06-19 10:01:53 -04:00
Ryan Vance
96bac36aa9 VKRT:
Add ray tracing shader types
Add initial ray tracing pipeline creation
Add acceleration structure descriptor type
Add basic ray tracing pipeline, occlusion support initially
Strip reflection from ray tracing shader spirv to deal with validation warnings
Don't use an array of vk descriptor types directly, this breaks with non-contiguous enum values which are common in extensions. Using a TMap from descriptor type to values instead.
Don't store vk types in the serialized shader header, translate to and from our own internal enum types to avoid similar non-contiguous value issues.
Re-enabled ray tracing compilation on windows desktop, explicitly disable runtime support using GRHISupportsRayTracing

Todo:
We need to deal with the lack of a 1:1 mapping between shader stages and frequencies for ray tracing hit groups. This is a one to many mapping which doesn't work with how most of the Vulkan RHI is authored. For now I'm assuming a hitgroup maps to a CHS.
Ray tracing shader descriptor allocation and pending state support. While we are serializing the descriptors for ray tracing shaders, we're not allocating or updating them yet which is the last large chunk needed to trace rays.
Fix spirv binary version mismatch validation error. This basically needs a local dxc modification which explicitly sets the spirv binary version to work around incorrect assuptions in dxc which is causing validation failures.
Add another local dxc modification to allow for arbirary struct size support using VK_EXT_scalar_block_layout for ray tracing shaders.

#rb jeannoe.morissette, lukas.hermanns

[CL 16711940 by Ryan Vance in ue5-main branch]
2021-06-17 17:15:16 -04:00
chris kulla
8946c56eb6 Material Instance changes should cause path tracer to restart accumulation
FMaterialRenderProxy doesn't appear to know which FScene it belongs to, so I had to go through the global render module and flag all scenes instead

#rb Ben.Ingram, Jason.Nadro

[CL 16704202 by chris kulla in ue5-main branch]
2021-06-17 10:01:01 -04:00
Jian Ru
84573e5672 XB1 transient allocator implementation that works with RDG. Courtesy to Kenzo for most of the implementation
#jira UE-117189
#rb ben.woodhouse, kenzo.terelst
#fyi ben.woodhouse, kenzo.terelst, zach.bethel

[CL 16682921 by Jian Ru in ue5-main branch]
2021-06-15 20:55:44 -04:00
Zousar Shaker
cf116088ae Integrating //UE5/Dev-Cooker @ 16678003 to //UE5/Main (Zousar.Shaker-YEG-0943-Quaternary)
Non-DevIteration_ShooterGame

[CL 16678907 by Zousar Shaker in ue5-main branch]
2021-06-15 16:36:57 -04:00
graham wihlidal
1b2976b0c9 Big cleanup/refactor of InstanceData* (renamed to InstanceSceneData* to match many other places already calling it that, and to disambiguate upcoming changes that add another instance data buffer to GPU Scene for arbitrary data payloads). This change also removes the virtuals on FPrimitiveSceneProxy for the instance list along with lots of copy paste code for all the derived types, and instead makes it a built-in feature of the base proxy (since nearly everything supports GPU Scene instancing now).
#rb ola.olsson
[FYI] brian.karis
#preflight 60c4d5c586ce760001377f2a


#ROBOMERGE-OWNER: graham.wihlidal
#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 16660135
#ROBOMERGE-BOT: (v834-16658389)
#ROBOMERGE-CONFLICT from-shelf

[CL 16660883 by graham wihlidal in ue5-main branch]
2021-06-14 13:42:46 -04:00