Commit Graph

39 Commits

Author SHA1 Message Date
David Harvey
798c82d24b Remove reference to HoloLens - it isn't listed in the .uplugin and isn't supported.
#preflight 628cb1145665463c21fc49fb
#jira UE-149794
#rnx
#rb Jeff.Fisher

[CL 20361350 by David Harvey in ue5-main branch]
2022-05-25 04:27:17 -04:00
zach bethel
c176b233da Renamed CopyTextureWithTransitions to TransitionAndCopyTexture.
#preflight 6287ddfe8828ea88c8701eea

[CL 20303093 by zach bethel in ue5-main branch]
2022-05-20 17:14:41 -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
zach bethel
2156756315 Replaced use of CopyToResolveTarget with CopyTexture.
#preflight 627a90ff7e5f24d1edd73422
#rb luke.thatcher, jason.hoerner

[CL 20127337 by zach bethel in ue5-main branch]
2022-05-10 14:47:34 -04:00
Matt Peters
d64cf41728 AssetRegistry includes (Engine Plugins): change #include "AssetData.h" -> #include "AssetRegistry/AssetData.h", and similar for the other moved AssetRegistry headers.
#rb Zousar.Shaker
#rnx
#preflight 6270563191629533ec2b6f6e

[CL 20017756 by Matt Peters in ue5-main branch]
2022-05-02 18:59:38 -04:00
zach bethel
a00b40ad3b Deprecated GetRenderTargetItem() from IPooledRenderTarget.
#preflight 624ddb30090236773a1a83e0
#rb luke.thatcher

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 19655641 via CL 19655653 via CL 19655661
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19657582 by zach bethel in ue5-main branch]
2022-04-06 18:24:24 -04:00
christopher waters
7e583dc455 Removing more includes of private RHI headers.
Removing unnecessary dependencies on RHICore and  RHI ThirdParty libraries.

#jira none
#rb mihnea.balta
#preflight 6230060a6065b4ecd3dfaabe
#robomerge FNNC

[CL 19384827 by christopher waters in ue5-main branch]
2022-03-15 10:05:46 -04:00
christopher waters
b7f30cbbaf Adding minimal interfaces to D3D11 and D3D12 RHIs
- Adding ID3D12DynamicRHI and ID3D11DynamicRHI interfaces for plugins that want to touch DirectX resources/devices directly.
- Adding specific headers for including DirectX headers: D3D12ThirdParty.h and D3D11ThirdParty.h
- Modifying plugins that were using D3D11RHIPrivate.h and D3D12RHIPrivate.h to use the interfaces instead.
- Removing plugin references to UE Modules and ThirdParty libraries that were only needed because they included the private RHI headers.
- Removing D3D11RHI/Private and D3D12RHI/Private from plugin include paths.

#jira none
#rb jeannoe.morissette, kenzo.terelst, mihnea.balta, eric.mcdaniel
#preflight 6222395bb066ef60bbad004a

[CL 19267223 by christopher waters in ue5-main branch]
2022-03-04 11:34:00 -05:00
christopher waters
c001265796 Removing uses of FDynamicRHI::GetName() and GetGraphicsRHI() to identify specific RHIs in favor of ERHIInterfaceType.
Switching direct casts of GDynamicRHI to use the new CastDynamicRHI/GetDynamicRHI functions. This prevents incorrectly casting RHIValidation into the wrong types.

#jira none
#rb josh.adams, will.damon, peter.tarasenko
#preflight 6216a3b9c15ec90be95f54f7

[CL 19116145 by christopher waters in ue5-main branch]
2022-02-24 11:58:36 -05:00
zak middleton
36c99f6887 #ue5 - LWC: FVector4f <-> FVector4d conversion is now explicit.
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.

Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.

#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1

#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18751326 by zak middleton in ue5-main branch]
2022-01-27 03:30:41 -05:00
jason hoerner
5600dd7c35 UE5_RELEASE: MGPU, numerous fixes to get EngineTest AFR, and Virtual Production City map to run with multiple GPUs. Ultimately there were 3 crash sources (RayTracing, Nanite, Distance Field streaming), each of which required a couple fixes, plus infrastructure to support those fixes...
There remain significant visual artifacts in the Virtual Production City map.  Lumen has serious issues with multiple views in both single and multi-GPU modes -- I think Lumen data needs to be split per view family to solve this.  There is some corrupt geometry in the second view, which may be Nanite or instance rendering related (or something else entirely).  To narrow down these issues, I think I'm going to need to extend the DumpGPU feature to be able to do more effective MGPU graphical debugging, since none of PIX, RenderDoc, or NSight work.  But at least it doesn't crash now...

Full list of changes:
* CVAR (DC.MultiGPUMode) to override multi-GPU mode for Display Cluster, debug feature copied over from 4.27.
* Barrier and synchronization fixes for RHITransferTextures copied over 4.27.  Future work will make RDG handle multi-GPU transitions more seamlessly...
* CVAR (DC.ForceCrossGPUCopy) to force expensive full synchronization and copy of resources cross GPU at the end of each view family render (for debugging).  RHITransferTextures upgraded to support copying things besides 2D textures, including other texture resources and buffers.
* AFR temporal fixes from a previous CL (which I moved from my single GPU to multi GPU PC), now improved to avoid some validation asserts in Debug builds (pass inputs not declared, GetParent()->GetRHI() not working because parent not declared to pass).
* Ray tracing (hang):  acceleration buffers are branched per GPU, as GPU virtual addresses for resources internally referenced by these buffers may vary per GPU.  Needed to add infrastructure to support buffers that duplicate memory per GPU, rather than using driver aliasing of the underlying resource.
* Ray tracing (hang):  some buffer bindings weren't using a proper GPU index.
* Nanite (hang):  Force initial clear of Nanite.MainAndPostNodesAndClusterBatchesBuffer to run on all GPUs.  Solves GPU hang in shadow rendering the first frame (due to shadow rendering running across all GPUs), and later random hangs in view rendering.
* Distance field streaming (assert):  GPU readback staging buffers need to be branched per GPU, as the underlying class is single device.  GPU readback buffers and textures properly take into account the GPU they were last written on when locking and unlocking.  Includes handling an edge case where a write can be queued when a lock is active, due to the deferred way commands are played back in the render graph.
* Distance field streaming (assert):  UAV clear wasn't taking into account GPU index.
* GPU scene update needs to run across all GPUs.
* Fix for "DumpGPU" command to avoid assert with MGPU -- arbitrarily pick a GPU (last index) when the GPU mask contains multiple bits.  Hope to improve this in the future, but it works.

#rnx
#rb mihnea.balta juan.canada tiago.costa kenzo.terelst
#jira none
#preflight 61ba7edbdc58e54b3318fdf5

#ROBOMERGE-AUTHOR: jason.hoerner
#ROBOMERGE-SOURCE: CL 18472819 in //UE5/Release-5.0/... via CL 18473380
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18473412 by jason hoerner in ue5-release-engine-test branch]
2021-12-15 23:12:04 -05:00
Jules Blok
4e9b294e6f Refactor APIs that use EStereoscopicPass so they take a pass type flag and view index instead
This CL ensures we don't attempt to use this enum as both a view index and a pass type flag
It also adds EStereoscopicEye to give some pre-defined meaning to the view indices

#rb Jeff.Fisher
#rb peter.tarasenko
#rb steve.smith
#preflight 619ee54b801b361978d3fd11

#ROBOMERGE-OWNER: Jules.Blok
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18291679 in //UE5/Release-5.0/... via CL 18291688
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE-CONFLICT from-shelf

[CL 18291805 by Jules Blok in ue5-release-engine-test branch]
2021-11-24 21:57:34 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
christopher waters
6c4b4a91a4 Adding a required StencilRef argument to SetGraphicsPipelineState.
#jira none
#rb zach.bethel, mihnea.balta, florin.pascu
#preflight 61312f4a79ce170001d4a79e

#ROBOMERGE-SOURCE: CL 17422777 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
#ROBOMERGE[bot1]: emt

[CL 17422941 by christopher waters in ue5-release-engine-test branch]
2021-09-03 12:04:52 -04:00
alejandro arango
79c6ef4606 nDisplay,TextureShare: Merge from RES.
#rb
#jira
#rnx

#ROBOMERGE-SOURCE: CL 17223255 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17223427 by alejandro arango in ue5-release-engine-test branch]
2021-08-18 17:54:13 -04:00
aurel cordonnier
e88b487b29 nDisplay: Fixed TextureSharing regression
#jira UE-120154
#author Peter.Tarasenko
#rb Vitalii Boiko


#ushell-cherrypick of 17053559 by vitalii.boiko

#ROBOMERGE-OWNER: aurel.cordonnier
#ROBOMERGE-AUTHOR: vitalii.boiko
#ROBOMERGE-SOURCE: CL 17053492 in //UE4/Release-4.27/... via CL 17053535 via CL 17056918
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v850-17047176)
#ROBOMERGE-CONFLICT from-shelf

[CL 17058314 by aurel cordonnier in ue5-release-engine-test branch]
2021-08-04 15:59:00 -04:00
danny couture
69760033c9 Prepare for the deprecation of direct access to the Resource member of UTexture in favor of the GetResource() accessor.
#rb Francis.Hurteau
#preflight 609e56c0423c960001dd9b2c
#rnx

#ROBOMERGE-SOURCE: CL 16328279 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)

[CL 16328292 by danny couture in ue5-release-engine-test branch]
2021-05-14 07:36:08 -04:00
marc audy
0a89674a65 Fix incorrect slash directions
#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 16182224 in //UE5/Release-Engine-Staging/...
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Main) (v792-16166999)
#ROBOMERGE-CONFLICT from-shelf

[CL 16182274 by marc audy in ue5-main branch]
2021-05-03 00:38:11 -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
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
zach bethel
1219c611c8 Removed FRDGTexture::GetPooledRenderTarget() usage and deprecated in prepration for transient allocator support.
#rb kenzo.terelst

[CL 15628262 by zach bethel in ue5-main branch]
2021-03-05 15:28:03 -04:00
Marc Audy
9753392e2b Merge UE5/RES CL# 15462083 to UE5/Main
This represents UE4/Main @ 15414221

[CL 15463811 by Marc Audy in ue5-main branch]
2021-02-18 18:13:28 -04:00
Emil Persson
4516b985df Name all resources and make naming mandatory
#rb yuriy.odonnel, kenzo.terelst

[CL 15416919 by Emil Persson in ue5-main branch]
2021-02-16 08:37:39 -04:00
Josh Adams
fe52551c2a - Removed deprecated XboxOne platform
- Removed PostSplashScreen plugin that was only whitelisted for XboxOne (if we just remove the whitelist, it would build for all platforms, which we don't want)
#rb Marc.Audy (concept, not each file)
#fyi david.harvey

[CL 15265407 by Josh Adams in ue5-main branch]
2021-01-31 14:34:28 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00