Commit Graph

180 Commits

Author SHA1 Message Date
dmitriy dyomin
6d1f9e0955 Skip caching MobileBasePassCSM commands when deferred shading is enabled (missed one file)
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 21439775 via CL 21439785 via CL 21439797 via CL 21439812
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v981-21435820)

[CL 21440286 by dmitriy dyomin in ue5-main branch]
2022-08-18 08:05:29 -04:00
Wei Liu
c5b17c54eb Enable mobile ambient occlusin on LDR
#jira none

#rb Dmitriy.Dyomin
#preflight 62fc9828086f90bbc4664adf

[CL 21422099 by Wei Liu in ue5-main branch]
2022-08-17 03:40:59 -04:00
dmitriy dyomin
3f27739e32 Make "r.Mobile.ShadingPath" per-platform option. Require DXC for GL to enable deferred shading
#rb none

#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 21385236 via CL 21387818 via CL 21388641
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)

[CL 21390254 by dmitriy dyomin in ue5-main branch]
2022-08-15 14:07:54 -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
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
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
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
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
yuriy odonnell
07aeb4900e Exclude ray tracing shaders from SM5 if it's disabled for D3D12
* Add ITargetPlatform::GetRayTracingShaderFormats(), with default implementation that falls back to GetAllTargetedShaderFormats() if HWRT is enabled for a platform
* Override GetRayTracingShaderFormats() for TGenericWindowsTargetPlatform to return only enabled D3D12 and VK shader formats (excluding D3D11)
* Use GetRayTracingShaderFormat() and UsesRayTracing() to configure GRayTracingPlaformMask (the mask contains one bit per shader platform)

Previously all bits of GRayTracingPlaformMask were set if project uses ray tracing, then shader platform bits were disabled for all possible shader formats for platforms that don't support ray tracing.
If SM5 was disabled for D3D12, ray tracing shaders would still get compiled for it because the corresponding bit was still set in GRayTracingPlaformMask.

With this change, SM5 bit will no longer be set in GRayTracingPlaformMask in the editor if it is disabled for D3D12 RHI for the project, so ray tracing shaders won't be compiled.
When running a packaged build, GRayTracingPlaformMask is now set to 0 or 1 based on global project setting (r.RayTracing) and whether the current machine+RHI supports ray tracing.

#rb christopher.waters, jason.nadro
#preflight 62bd0dea3f0d6beee259b636

#ROBOMERGE-AUTHOR: yuriy.odonnell
#ROBOMERGE-SOURCE: CL 20897852 via CL 20898485 via CL 20899239
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20901755 by yuriy odonnell in ue5-main branch]
2022-06-30 15:44:00 -04:00
jeremy moore
18edc48a3e Undo the backout changelist 20750841
This resubmits the following original changelists (with fixes).

Original CL Desc for CL20737284 -----------------------------------------------------------------
Add a version of UseVirtualTexturing() that takes a shader platform.
A future goal is to deprecate the version that takes a feature level.

Original CL Desc for CL20738687 -----------------------------------------------------------------
Virtual texturing forces depth pass on.
This fixes bug when using any masked materials that sample VT.

#jira UE-157197
#jira UE-117783
#preflight 62b1cb8ac400b5ee2f517942

[CL 20757215 by jeremy moore in ue5-main branch]
2022-06-21 10:15:44 -04:00
eric mcdaniel
6735d65cf6 [Backout] - CL20737284 & CL20738687
- testing
  - compiled and cooked QAGame locally for Win64

#preflight 62b12d784c538079d66599da
#rnx
#fyi Jeremy.Moore


Original CL Desc for CL20737284
-----------------------------------------------------------------
Add a version of UseVirtualTexturing() that takes a shader platform.
A future goal is to deprecate the version that takes a feature level.
#preflight 62b080e1613434b77fa673d0


Original CL Desc for CL20738687
-----------------------------------------------------------------
#jira UE-117783
Virtual texturing forces depth pass on.
This fixes bug when using any masked materials that sample VT.
#preflight 62b08fceef1c984554505316

[CL 20750841 by eric mcdaniel in ue5-main branch]
2022-06-20 22:51:39 -04:00
Jeremy Moore
0d124778fb Add a version of UseVirtualTexturing() that takes a shader platform.
A future goal is to deprecate the version that takes a feature level.
#preflight 62b080e1613434b77fa673d0

[CL 20737284 by Jeremy Moore in ue5-main branch]
2022-06-20 10:31:56 -04:00
wei liu
87f2d95ada 1.Supports more shading models on mobile, including twoside foliage, cloth and eye shading models.
2.Uses the same shading models and dynamic lightings code path on desktop.

3.Remove the division of PI on mobile directional light's color in C++ to line up with desktop in shaders.

#jira UE-114145

#rb Dmitriy.Dyomin, Sebastien.Hillaire
#preflight 62b0411fd8082c5c200fa32a

[CL 20734991 by wei liu in ue5-main branch]
2022-06-20 06:02:51 -04:00
graham wihlidal
ca70de9156 Work in progress Nanite support for landscape
#preflight 6297a7f3a660a44a23c0c879
#rb jonathan.bard
[FYI] brian.karis, ola.olsson, michal.valient, rune.stubbe

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 20490481 via CL 20490493 via CL 20490509
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)

[CL 20495473 by graham wihlidal in ue5-main branch]
2022-06-03 19:13:16 -04:00
Dmitriy Dyomin
038d909044 Support shading models for mobile deferred path when static lighting is disabled
#rb wei.liu
#jira none
#preflight 627b5f586842238976719cc3

[CL 20134438 by Dmitriy Dyomin in ue5-main branch]
2022-05-11 03:17:42 -04:00
christopher waters
4b9e68073c Deprecating RHICreateTexture2D and RHICreateTextureExternal2D.
#jira none
#rb zach.bethel
#preflight 627a6ec010766ef8c1f54f1e

[CL 20129702 by christopher waters in ue5-main branch]
2022-05-10 17:13:37 -04:00
carl lloyd
192abb6ebb Changed PLS to require ARM framebuffer depth/stencil fetch on OpenGL
#jira UE-145425, UE-145424
#rb Jack.Porter
#fyi Wei.Liu
#preflight 627910784561731dbeee9c30

[CL 20101739 by carl lloyd in ue5-main branch]
2022-05-09 09:28:57 -04:00
zach bethel
3864629f00 Minor RDG improvements in preparation for UnifiedBuffer conversion.
- Added resource pool counters and events.
 - Added AllocatePooledBuffer method and refactored pool to no longer take a command list.
 - Refactored swap chain barrier logic to be a bit cleaner.
 - Added helper methods to cast between views.
 - Added power of two alignment option to buffer pool.
 - Added GetTypeHash implementations for RDG SRV | UAV descriptors.

#preflight 62631046006fa20b683d130f

[CL 19873407 by zach bethel in ue5-main branch]
2022-04-22 17:11:57 -04:00
Dmitriy Dyomin
f819c89c21 Support shading models in a mobile deferred shading path. Disabled by default
Requrements:
iOS: A8+
Android VK: more than 4 color attachements, more than 4 input attachments
Android GL: Unsuported - PLS seem to be limited to 128bits on most devices
#rb wei.liu
#preflight 625f866b9c09ef439db7612b

[CL 19861367 by Dmitriy Dyomin in ue5-main branch]
2022-04-22 01:15:27 -04:00
Wei Liu
04d7580d62 Clustered local lights and reflections are supported on mobile forward and deferred.
Local light shadows are supported on mobile forward and deferred, need to enable full depth prepass to generate the ShadowMaskTexture.

Remove the 4 maximum local lights limitation on mobile forward.

Remove the "High Quality Reflection" on mobile forward.

Disable simple lights on mobile forward.

#jira UE-149064

#rb Dmitriy.Dyomin

#preflight 625d17da772cf82d3a6059a6

[CL 19784597 by Wei Liu in ue5-main branch]
2022-04-18 09:09:40 -04:00
charles bloom
be238dee17 fix failures on texture import of rare cases
fix RHI upload of textures that are multiple of 4 in top mip but not in lower mips
dont pad CompressedImage sizes, store true size
clean up Texture size limits and VT conditions
better default settings for texture import
clean up initialization order of TextureFormatManagerModule

#preflight 6250814a11261bc7b23d8f4b
#rb fabian.giesen,julien.stjean

[CL 19693287 by charles bloom in ue5-main branch]
2022-04-08 16:06:54 -04:00
Charles deRousiers
4ea338cef4 Change ViewRect rounding to be 8 pixels instead of 4 when strata is enabled.
This allows to align view rect onto Strata tile size, which easy multi-view handling with tile rendering.

#rb none
#jira none
#preflight 62498947b6084b98326e36c6
#fyi sebastien.hillaire

[CL 19603857 by Charles deRousiers in ue5-main branch]
2022-04-03 13:14:29 -04:00
christopher waters
f12afe6c73 Deprecating RHICreateTexture2DArray, RHICreateTexture3D, RHICreateTextureCube, RHICreateTextureCubeArray.
Converted a few additional RHICreateTexture2D calls to RHICreateTexture.
Adding a few more FRHITextureCreateDesc::CreateXXX variants to quickly specify extents and formats.
Merging FTextureRWBuffer2D and FTextureRWBuffer3D into a single class FTextureRWBuffer and deprecated the old ones.

#jira none
#rb luke.thatcher
#preflight 62448deb927e60e3415508e5

[CL 19560161 by christopher waters in ue5-main branch]
2022-03-30 13:36:17 -04:00
dmitriy dyomin
d5741f624b Added option to disable usage of a baked landscape mesh on mobile platforms (r.Mobile.LandscapeMesh)
#rb jack.porter

#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 19528072 via CL 19528235 via CL 19528695 via CL 19528703
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)

[CL 19532768 by dmitriy dyomin in ue5-main branch]
2022-03-28 16:28:57 -04:00
Juan Canada
fefabb67f5 Enable raytracing in cooked builds
#jira UE-146383
#robomerge ignore
#rb none
#preflight 623454453f685c2b421bdf7b

[CL 19433510 by Juan Canada in ue5-main branch]
2022-03-18 05:58:48 -04:00