Commit Graph

1583 Commits

Author SHA1 Message Date
arne schober
11bcaa521d Add extra debug info for FRenderResource lifetime.
#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 21198085 via CL 21198090 via CL 21198094
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21198504 by arne schober in ue5-main branch]
2022-07-21 04:08:31 -04:00
arne schober
ba88ede4c6 Fix race in BatchReleasedResources
#RB lason.nadro

#ROBOMERGE-AUTHOR: arne.schober
#ROBOMERGE-SOURCE: CL 21188727 via CL 21188736 via CL 21188745
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21194276 by arne schober in ue5-main branch]
2022-07-20 18:59:05 -04:00
allan bentham
9a5afd7255 Multiple PSO cache processing.
Splitt PSO cache code to separate out bundled game caches and a single PSO recording user cache.
Any additional PSO caches are enqueued when the shader library state change adds shader library components.
removed unused PSO SaveMode::SortedBoundPSOs.
#rb dmytro.vovk, peter.sauerbrei
#preflight 62d568481062f2e63007eafd
#preflight 62d5a99b2e3e5993c3bd473f

#ROBOMERGE-AUTHOR: allan.bentham
#ROBOMERGE-SOURCE: CL 21152209 via CL 21154820 via CL 21156073
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21181749 by allan bentham in ue5-main branch]
2022-07-20 11:54:53 -04:00
Bryan sefcik
b4a6e947d8 Ran IWYU on Public headers under Engine/Source/Runtime/...
Headers are updated to contain any missing #includes needed to compile and #includes are sorted.  Nothing is removed.

#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira

#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf

[CL 21181076 by Bryan sefcik in ue5-main branch]
2022-07-20 11:31:36 -04:00
Dmitriy Dyomin
f00c0a426b Remove support for a landscape baked mesh which was used for mobile platforms only
#jira none
#rb jonathan.bard
#preflight 62d769cdbc175ec68cee67d0

[CL 21171586 by Dmitriy Dyomin in ue5-main branch]
2022-07-19 23:03:12 -04:00
Arciel Rekman
09175d79ea Multi-viewport on PC (D3D11/12, Vulkan).
- RHISupportsMultiviewport made to work on relevant shader platforms.
- RHISetStereoViewport implemented
- Unused outputs removal fixed to always consider viewport index used.
- Renamed confusing terminology (multiview -> multiviewport).
- Added a CVar (vr.MultiViewport) to force disable
- Added a canvas output to know the method in non-Shipping

#jira UE-151349
#review @Robert.Srinivasiah, @Jules.Blok, @JeanNoe.Morissette
#rb Robert.Srinivasiah, Jules.Blok, Chris.Waters
#preflight 62d193c43b057e727491c9d2

[CL 21153050 by Arciel Rekman in ue5-main branch]
2022-07-18 17:31:15 -04:00
christopher waters
a987160f55 Reworking the parameter rewrite code to do automatic bindless
- Refactoring FShaderParameterParser to use more string views since we can rely on OriginalParsedShader not changing.
- Split FShaderParameterParser::ParseAndMoveShaderParametersToRootConstantBuffer into smaller functions
- Moving FShaderParametersMetadata::IterateShaderParameterMembers into the only module it's used in, ShaderParameterParser.cpp
- Adding CFLAG_BindlessResources which will be set when ENABLE_BINDLESS_RESOURCES is set
- Adding CFLAG_BindlessSamplers which will be set when ENABLE_BINDLESS_SAMPLERS is set
- Adding resource/sampler detection and conversion to bindless in FShaderParameterParser

#jira UE-139616
#rb guillaume.abadie, jeannoe.morissette, yuriy.odonnell, laura.hermanns
#preflight 62d180cce468fcfd0b7001a0

[CL 21111994 by christopher waters in ue5-main branch]
2022-07-15 12:25:44 -04:00
bryan sefcik
5b7ea0e9e5 Fixed -NoPCH -DisableUnity compile issue in ShaderCompilerCore.h
#preflight 62d0a1fd2e3e5993c30bdba6

[CL 21101265 by bryan sefcik in ue5-main branch]
2022-07-14 19:33:58 -04:00
serge bernier
6df0b584ae Use DDPI option to use the compressed transforms with scenedata. For platforms not supporting nanite, using non compressed transforms saves 0.4ms on the GPU.
#rb [at]jamie.hayes

#ROBOMERGE-AUTHOR: serge.bernier
#ROBOMERGE-SOURCE: CL 21090729 via CL 21090755 via CL 21095104
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21099187 by serge bernier in ue5-main branch]
2022-07-14 17:05:33 -04:00
Jeremy Moore
28cb1705c8 #jira UE-158839
Initialise value to fix UBSan warning.
#preflight 62cebf23471a2c28861c3e5f

[CL 21070050 by Jeremy Moore in ue5-main branch]
2022-07-13 09:11:52 -04:00
Dan Thompson
39fc9af40d Migrate pixel format size calculations to Core so that texture build workers (and misc programs) can touch them without having to depend on RenderCore. By popular demand, brough over the RHI specific capabilities stuff as well.
#rb Mihnea.Balta
#preflight 62cdafda254b7ba6dbcf2501

[CL 21059272 by Dan Thompson in ue5-main branch]
2022-07-12 13:56:13 -04:00
Yuriy ODonnell
2408cc1503 Allow FScopedGPUStatEvent and SCOPED_GPU_STAT to be used with any command list type.
* Stat push/pop will still only execute when running on immediate command list (no behavior change), but code that uses non-RDG mechanism for GPU stats will now always compile
* Remove rendering thread check from FScopedGPUStatEvent::Begin/End (it is implied by immediate command list)

#rb mihnea.balta
#preflight 62cda559492f42e20304bb3a

[CL 21058431 by Yuriy ODonnell in ue5-main branch]
2022-07-12 13:08:38 -04:00
benjamin rouveyrol
08fd17f29f rename r.HDR.DisplayNitsLevel to r.HDR.Display.MaxLuminance
#preflight 62c83bdbe060ecd065b9607b
#rb eric.renaudhoude

[CL 21040288 by benjamin rouveyrol in ue5-main branch]
2022-07-11 10:48:11 -04:00
graham wihlidal
523081e351 Removed compilation (of never used!) legacy simple forward shading permutations from Windows shader databases (~27% reduction of SM6, ~22% reduction of SM5 when simple forward was enabled in the compiler)
#rb brian.karis, daniel.wright, sebastien.hillaire, charles.derousiers
[FYI] michal.valient, jason.nadro, zousar.shaker
#preflight 62c7654aa6654f9729ea9cc0

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 21010489 via CL 21010513 via CL 21010531
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21023729 by graham wihlidal in ue5-main branch]
2022-07-09 14:02:06 -04:00
serge bernier
882beb5553 [Backout] - CL20968686
[FYI] zach.bethel
Original CL Desc
-----------------------------------------------------------------
Move RDG buffer uploads off the render thread.

Maybe be related to gpu crash in EMT (UE-157850)

#preflight 62b9f1ec4209c7c579df8fc2

#ushell-cherrypick of 20839110 by zach.bethel

#ROBOMERGE-OWNER: ben.woodhouse
#ROBOMERGE-AUTHOR: serge.bernier
#ROBOMERGE-COMMAND: _robomerge ue5-main
#ROBOMERGE-SOURCE: CL 21010071 via CL 21010165 via CL 21010189
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21020108 by serge bernier in ue5-main branch]
2022-07-09 07:04:47 -04:00
Jason Nadro
9c36c843b8 Removed unacceptable words from RenderCore.
#rb trivial
#jira UE-158668
#preflight 62c840a57e606620fd5c2847

[CL 21007335 by Jason Nadro in ue5-main branch]
2022-07-08 10:54:10 -04:00
serge bernier
63ff734598 Move the execute of the RDG GPU scopes before the Prologue to include the BeginRenderPass. This will make clears done in the BeginRenderPass appear in there corresponding render pass and not in the previous one. Also changed the order of the markers execute for the Epilogue for consistency.
#rb [at]zachary.bethel

#ROBOMERGE-OWNER: serge.bernier
#ROBOMERGE-AUTHOR: serge.bernier
#ROBOMERGE-SOURCE: CL 20987740 via CL 20988066 via CL 20988088
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20991417 by serge bernier in ue5-main branch]
2022-07-07 16:03:43 -04:00
zach bethel
3ed3be06dc Fixed memory leak in RDG.
#ROBOMERGE-OWNER: zach.bethel
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 20981544 via CL 20981584 via CL 20981589
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20984482 by zach bethel in ue5-main branch]
2022-07-07 11:29:48 -04:00
zach bethel
fadac39897 Fix for ASAN use after free in RDG allocator.
#preflight trivial
#ushell-cherrypick of 20943865 by zach.bethel

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 20969057 via CL 20970062 via CL 20978140
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20979987 by zach bethel in ue5-main branch]
2022-07-06 23:10:56 -04:00
zach bethel
f9c732539c Fixed async RDG clear to delete allocator after the FRDGBuilder destructor executes.
#preflight 62c362e57358826af82295d0
#ushell-cherrypick of 20937688 by zach.bethel

#ROBOMERGE-OWNER: zach.bethel
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 20968958 via CL 20970048 via CL 20978091
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20979983 by zach bethel in ue5-main branch]
2022-07-06 23:10:47 -04:00
zach bethel
6c67ba2f90 Moved RDG builder destruction off the render thread.
#preflight 62bf7a3cc438da7f09eb21d5
#ushell-cherrypick of 20926623 by zach.bethel

#ROBOMERGE-OWNER: zach.bethel
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 20968946 via CL 20970035 via CL 20977726
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20979981 by zach bethel in ue5-main branch]
2022-07-06 23:10:38 -04:00
dmitriy dyomin
dd061a0b68 Mobile: Make clustered lights and reflections optional for translucency when deferred shading is enabled
[FYI] wei.liu

#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 20964670 via CL 20964684 via CL 20964740
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20965531 by dmitriy dyomin in ue5-main branch]
2022-07-06 09:05:15 -04:00
zach bethel
4e735ff80a Fix for ASAN use after free in RDG allocator.
#preflight trivial

[CL 20943865 by zach bethel in ue5-main branch]
2022-07-05 12:27:55 -04:00
tim doerries
f9e9a0edbb Implemented support for cloud shadows on SingleLayerWater.
#rb Sebastien.Hillaire
#rnx
#preflight 62c433d55d53ca5bce4086d5

[CL 20941082 by tim doerries in ue5-main branch]
2022-07-05 09:27:47 -04:00
Florin Pascu
f64fc575d2 Re-submiting with Mac fixes
Changed ShaderArchive, GlobalShaderCache, ShaderDebugInfo and Autogen to use ShaderPlatformName and not ShaderFormat when naming their output files.
#rb Jack.Porter, Chris.Waters, Mihnea.Balta, Jason.Nadro
#jira UE-120561
#preflight 62c31f6fc9410537282296c6

[CL 20937870 by Florin Pascu in ue5-main branch]
2022-07-04 19:06:33 -04:00