Focus started on GenerateMips and AddClearUAVPass.
#jira none
#rb mihnea.balta
#preflight 62fe768d200ff87e07c5e1ad
[CL 21448320 by christopher waters in ue5-main branch]
The compiler on some platforms doesn't do this automatically.
#preflight 62fbe4c8cf7afa018bac3a67
#rb david.harvey
#ROBOMERGE-OWNER: nuno.leiria
#ROBOMERGE-AUTHOR: nuno.leiria
#ROBOMERGE-SOURCE: CL 21439197 via CL 21439204 via CL 21439208 via CL 21439325 via CL 21439330
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v981-21435820)
[CL 21439833 by nuno leiria in ue5-main branch]
The implementation extends the existing FThreadIdleStats to track critical path vs non-critical path waits for a thread.
The cvar r.RenderThreadTimeIncludesDependentWaits forces the main renderthread stat to use the new behavior, but this is disabled by default for historical tracking reasons.
#rb Nuno Leiria
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 21386702 via CL 21387159 via CL 21387356 via CL 21391039 via CL 21391830
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)
[CL 21394348 by ben woodhouse in ue5-main branch]
Uniform Buffer struct initializing now just use a global resource/sampler to instead of calling the getter function.
Adding bindless support to FShaderResourceParameter.
#jira UE-139616
#rb yuriy.odonnell
#preflight 62d9da7fd54af4b9a222d9c5
[CL 21273494 by christopher waters in ue5-main branch]
#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]
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]
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]
- 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]
- 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]
* 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]