Make all postprocess passes including postprocess materials work properly with MSAA on IOS.
#jira UE-88184
#rb dmitriy.dyomin, allan.bentham, mi.wang, jack.porter
#ROBOMERGE-SOURCE: CL 11646197 in //UE4/Release-4.25/... via CL 11646198
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v656-11643781)
[CL 11646201 by wei liu in Main branch]
Add a Cvar for using half-res custom depth.
Add a seperate permuation for mobile custom depth stencil pixel shader, so mobile depth prepass could not be affected.
Support PostprocessMaterial stencil test on mobile platform base on the new mobile custom depth implementation
#rb wei.liu, dmitriy.dyomin, mi.wang
#ROBOMERGE-OWNER: jack.porter
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 11302451 via CL 11302452
#ROBOMERGE-BOT: (v649-11301724)
[CL 11302544 by jack porter in Main branch]
PostProcess material should only copy the view portion of the rendertarget texture rather than the entire thing.
#jira UE-85935
#rb zach.bethel
#lockdown cristina.riveron
#ROBOMERGE-SOURCE: CL 11073814 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v637-11041722)
[CL 11074807 by steve smith in Main branch]
//Dev-VirtualProduction/Engine...
#rb none
#rnx
#AUTHOR: jeanmichel.dignard
#SOURCE: CL 10985598 in //UE4/Dev-Tools-Staging/...
[CL 11066063 by Patrick Boutot in Dev-VirtualProduction branch]
[FYI] zach.bethel
#ROBOMERGE-SOURCE: CL 10991193 via CL 10991209 via CL 10991212
#ROBOMERGE-BOT: (v633-10983880)
[CL 10991215 by dmitriy dyomin in Main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
Updated the code which detects when it's possible to skip custom depth rendering on mobile to take into account the new "Enable Stencil Test" material flag. Also fixed a couple of issues with the OpenGL RHI:
* the post processing material writes directly to the backbuffer on mobile, but it's not possible to use that with a custom depth/stencil buffer on OpenGL. Added a hack in PostProcessMaterial to render to an intermediate buffer when that's the case and copy to the backbuffer at the end.
* glCopyImageSubData() doesn't like copying from a 2D texture to a renderbuffer on mobile, so made it use glBlitFramebuffer() when the bind targets are different (which happens when copying from a render target to the backbuffer)
#jira UE-80082
#rb dmitriy.dyomin rolando.caloca zach.bethel
[CL 9614432 by mihnea balta in 4.24 branch]
Replicated from CL# 7924370.
#rb none
#ROBOMERGE-OWNER: steve.robb
#ROBOMERGE-AUTHOR: steve.robb
#ROBOMERGE-SOURCE: CL 9279060 via CL 9279063
#ROBOMERGE-BOT: (v443-9013191)
[CL 9279836 by steve robb in Main branch]