Commit Graph

115 Commits

Author SHA1 Message Date
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
Marc Audy
ada7c144fa Merge //UE5/Release-Engine-Staging @14903491 to //UE5/Main
[CL 14906022 by Marc Audy in ue5-main branch]
2020-12-11 14:21:20 -04:00
Emil Persson
72db809300 Replace legacy LockVertexBuffer()/LockIndexBuffer()/LockStructuredBuffer() calls with the unified LockBuffer()
#rb kenzo.terelst

[CL 14898308 by Emil Persson in ue5-main branch]
2020-12-10 11:51:32 -04:00
Patrick Kelly
c48c7aeedd Allow ray tracing unless specifically disabled by the project.
#rb yuriy.odonnell

[CL 14781738 by Patrick Kelly in ue5-main branch]
2020-11-18 16:26:01 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Ola Olsson
ce3e9181a7 Fix ES editor preview
* Rename IsNaniteEnabled to UseNanite and moved to RenderUtils (so it can be used in Components)
* Make proxy creation respect Scene platform level & consistent with renderer using UseNanite function
* Move DoesPlatformSupportNanite to RenderUtils (so it can be used in UseNanite)
* Fix crash in FMobileSceneRenderer::RenderHitProxies from dummy Nanite raster results
* Make ShadowSetup respect UseNanite to avoid creating virtual shadow maps when these are not supported

#rb rune.stubbe
#fyi brian.karis,graham.wihlidal,andrew.lauritzen
#robomerge Release-5.0-M2

[CL 14308401 by Ola Olsson in ue5-main branch]
2020-09-14 07:52:02 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00