Commit Graph

72 Commits

Author SHA1 Message Date
Dmitriy Dyomin
6e25558eab Support SkinCache on mobile (everywhere)
#rb jack.porter, josie.yang

[CL 17562761 by Dmitriy Dyomin in ue5-main branch]
2021-09-18 04:51:24 -04:00
Yuriy ODonnell
876a7ae3be Added an option to disable high-end ray tracing reflection support per platform. This avoids expensive/long shader compilation for effects that will never be needed in practice.
#preflight 613923d1aa2cf300014e5b58
#rb Juan.Canada

#ushell-cherrypick of 17468565 by Yuriy.ODonnell

[CL 17504970 by Yuriy ODonnell in ue5-main branch]
2021-09-14 10:55:42 -04:00
aurel cordonnier
e3f7878676 Merge from Release-Engine-Test @ 17462327 to UE5/Main
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17463546 by aurel cordonnier in ue5-main branch]
2021-09-08 16:42:26 -04:00
jeannoe morissette
ec49c62177 Set bSupportsVariableRateShading to false in DataDrivePlatformInfo.ini for VULKAN_SM5 temporarily. Our current setup has VULKAN_SM5 defined for multiple other platforms and they clobber each other on load (you keep the settings of the last one loaded it seems).
#rb steve.smith

[CL 17424365 by jeannoe morissette in ue5-main branch]
2021-09-03 13:44:30 -04:00
steve smith
35499ceb34 Add Attachment VRS functionality for Vulkan.
Plumb through all required stage flags, access masks, layouts, renderpass attachments, etc for the VK_KHR_fragment_shading_rate extension.
Fix up logic used to gather VRS properties (tile sizes, data type/format).
Add templated version of VkFragmentShadingRateAttachmentInfo, attach to renderpasses where supported and when attachment provided.
#jira UEVR-2248
#rb robert.srinivasiah jeannoe.morissette rolando.caloca

[CL 17380058 by steve smith in ue5-main branch]
2021-08-31 19:23:39 -04:00
chris kulla
7ffd4dee98 Fix how wave operations are detected by the path tracer
Should use the provided shader platform when deciding which permutation to compile instead of relying on the global GRHISupportsWaveOperations

Enable wave operations for PCD3D_SM6 (part of ShaderModel 6.0)

#jira UE-122170
#rb Christopher.Waters
#preflight 6125b1f945848f00013089d9

[CL 17298586 by chris kulla in ue5-main branch]
2021-08-25 00:21:50 -04:00
Rolando Caloca
d64b146cb2 UE5 - Remove platform
#rb Steve.Smith
#fyi Jules.Blok, Ryan.Durand, Ben.Marsh

[CL 17295935 by Rolando Caloca in ue5-main branch]
2021-08-24 19:27:11 -04:00
graham wihlidal
0ca28c24a0 Refactored mesh shader RHI abstraction into tiers, allowing various platforms to correctly check for optional features (like primitive attribute support)
[FYI] christopher.waters, luke.thatcher, eric.mcdaniel
#preflight 61143a4c9c7bb10001f06277


#ROBOMERGE-SOURCE: CL 17143667
#ROBOMERGE-BOT: (v855-17104924)

[CL 17143685 by graham wihlidal in ue5-main branch]
2021-08-11 18:29:14 -04:00
jeannoe morissette
bd8cc7a34b - Add support for 64bit image atomics extension (VK_EXT_shader_image_atomic_int64).
- Add CVar (r.Vulkan.Allow64bitShaderAtomics) to forcefully disable 64bit image atomics.  Currently defaults to 0 (until other components are in).
- Check driver version for Vulkan on NVIDIA, a fix was added for the 64bit image atomics that is required for Nanite. (currently Windows only, Linux TBD)

#rb Rolando.Caloca
#fyi mihnea.balta,dmitriy.dyomin,brandon.schaefer

[CL 16982971 by jeannoe morissette in ue5-main branch]
2021-07-28 11:49:42 -04:00
guillaume abadie
4330565026 Implements r.Bloom.HalfResolutionFFT=2 for quarter-res FFT Bloom
Original author: Bennett Bernardoni

#rb none
#preflight 60ffbc037f21c90001f29648


#ROBOMERGE-SOURCE: CL 16966794
#ROBOMERGE-BOT: (v838-16927207)

[CL 16970696 by guillaume abadie in ue5-main branch]
2021-07-27 13:55:06 -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
Nick Darnell
3625ab4de1 CommonInput - Using the new UPlatformSettings, to store per-platform information into an NDA location when each platform is configured. These changes make it so we use the 'real' platform ini name, e.g. There's no more "PC" platform as far as the common input exists for configuring the platforms. So if you setup linux, that's another platform you'd configure. The gamepads are still wonky, they're trying to use platform ini names for gamepad names, going to refactor that so it's not coming from platform names. Made an upgrade path for the old settings that will update and then clear the old configuration. Also removed some settings that were added to DataDrivenPlatformInfo that don't make sense, and updated some platforms that never got the settings to begin with.
#review-16605256 Josh.Adams, Michael.Noland, Daren.Cheng
#fyi Josh.Adams, Michael.Noland, Daren.Cheng

[CL 16605253 by Nick Darnell in ue5-main branch]
2021-06-09 10:44:46 -04:00
Charles deRousiers
6f6c086742 Add missing data driven definition of hair strands support for PC SM5.
#rb none
#jira UE-117211

[CL 16570533 by Charles deRousiers in ue5-main branch]
2021-06-07 10:43:08 -04:00
aurel cordonnier
43fa62fcd8 Merge from Release-Engine-Test @ 16487383 to UE5/Main
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16488106 by aurel cordonnier in ue5-main branch]
2021-05-27 13:40:37 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
christopher waters
2f132565b1 Tessellation Removal: Removing various leftover Tessellation code.
#jira UE-94564
#rb mihnea.balta
#preflight 608043e687373000015502b2

[CL 16080287 by christopher waters in ue5-main branch]
2021-04-21 16:11:32 -04:00
rolando caloca
54bec85390 UE5EA - Enable Nanite on Vulkan, fixes rendering issues
[FYI] Mihnea.Balta
#rb Zach.Bethel, Brian.Karis

#ROBOMERGE-SOURCE: CL 16038169 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)

[CL 16038203 by rolando caloca in ue5-main branch]
2021-04-16 15:06:03 -04:00
Marc Audy
01b7c9f4f5 Merge UE5/RES @ 15958325 to UE5/Main
This represents UE4/Main @ 15913390 and Dev-PerfTest @ 15913304

[CL 15958515 by Marc Audy in ue5-main branch]
2021-04-08 14:32:07 -04:00
Florin Pascu
575f254fce DF shadow fix for mobile es31 without independent samplers
Moved most of PCD3D_ES3_1 settings from code to DataDrivenPlatformInfo
#rb Dmitriy.Dyomin
#preflight 606d5b490ecb2c00011b988c

[CL 15938717 by Florin Pascu in ue5-main branch]
2021-04-07 04:35:19 -04:00
Guillaume Abadie
f405c6a1cd Fixes G5TAA with -d3d12 -sm6
#rb none
#jira UE-111389
#fyi Chris.Waters

[CL 15929144 by Guillaume Abadie in ue5-main branch]
2021-04-06 08:17:33 -04:00
Yuriy ODonnell
7f11375a15 Added bSupportsPathTracing bit to DDPI, which is only set on Windows.
[CL 15756488 by Yuriy ODonnell in ue5-main branch]
2021-03-21 15:55:43 -04:00
Guillaume Abadie
11d2f59735 Controls whether Gen5TAA is supported solely based on FDataDrivenShaderPlatformInfo
#rb chris.waters
#jira UE-111389

[CL 15748536 by Guillaume Abadie in ue5-main branch]
2021-03-19 12:51:42 -04:00
christopher waters
1d0b1d44eb Initial support for Mesh and Amplification Shaders. These new shader types are an optional feature of the RHIs and are only enabled on PC D3D12 with Feature Level SM6.
#jira none
#rb emil.persson, graham.wihlidal, lukas.hermanns

[CL 15742432 by christopher waters in ue5-main branch]
2021-03-18 18:42:49 -04:00
christopher waters
55bba52e44 Adding SM6 preview platform.
- Adjusting the Editor handling of preview platforms to not assume SM5 is the running feature level.
- Adding "bPreviewFeatureLevelIsMax" to user settings to signal if the last saved Preview Feature Level was the maximum supported by the RHI, aka the default. If this is true on load, we set the Preview Feature Level to the max supported. This is to allow situations were we go from DX12+SM6 to DX11+SM5 and back without forcing the user to change the Preview Feature Level.
- Preventing unsupported feature levels from being previewed.
- Fixing the preview button being enabled for the default feature level.

#jira none
#rb arciel.rekman, simon.tovey, josh.adams

[CL 15729038 by christopher waters in ue5-main branch]
2021-03-17 15:42:48 -04:00
rolando caloca
19418d5c27 UE5EA - Enable byte buffer shaders on Vulkan
#rb Brandon.Schaefer
[FYI] Mihnea.Balta

#ROBOMERGE-SOURCE: CL 15573605 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15573612 by rolando caloca in ue5-main branch]
2021-03-02 16:23:17 -04:00