* 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]
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]
- 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]
A future goal is to deprecate the version that takes a feature level.
#preflight 62b080e1613434b77fa673d0
[CL 20737284 by Jeremy Moore in ue5-main branch]
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]
- 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]
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]
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]
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]
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]
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]