Commit Graph

18 Commits

Author SHA1 Message Date
zach bethel
3a2b13ceb1 Added draw texture utility to RenderGraphUtils (used for copying with format conversions).
#preflight 624efd042b29ecd3d7516cd2

[CL 19670171 by zach bethel in ue5-main branch]
2022-04-07 11:26:08 -04:00
guillaume abadie
717b5d72f3 Removes SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE from FFilterVS
#rb none
#preflight 61af97a2f27f993dc81f47f0

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18396738 in //UE5/Release-5.0/... via CL 18396749
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18396757 by guillaume abadie in ue5-release-engine-test branch]
2021-12-07 13:19:41 -05:00
guillaume abadie
dd1c4774d5 Improves DumpGPU command
Dumps improvements:
1) Bring up for consoles
2) Better out of memory resiliency during the dumping process
3) Dumps console variables in CSV
4) Dumps process' log after completion
5) Dumps mip chains through FDumpTextureCS compute shader
6) Dumps depth & stencil texture formats through the FDumpTextureCS compute shader
7) Dumps at draw granularity with FRDGBuilder::DumpDraw(); (experimental)
8) Dumps final png screenshot to the dump directory
9) Adds & Dumps the FRDGBufferDesc::Metadata for viewer to decode buffer binary automatically
10) Dumps the PassParameters with structure metadata to decode shader parameters automatically
11) Adds CTRL+SHIFT+/ shortcut

Viewer improvements:
1) Tips display onload to spread some knowledge to the user
2) Supports for opening any pass/resources in new web browser tab
3) Emulates 16 and 32 bits UINT texture visualization with multiple webgl 8bit UINT textures
4) Fixes the webpage's tab going out of memory after visualizing many large resources.
5) Fixes the webpage's tab going out of memory after loading large buffer.
6) Adds support for more texture format with RGB channel reswizzling
7) Implements UI color-sheme based on UE5's editor theme
8) Implements texel color picker capabable of decoding every pixel format.
9) Implements texture viewer zooming with the mouse wheel
10) Implements a r.DumpGPU.Viewer.Visualize to open a specific RDG output resource when opening the viewer

#rb juan.canada
#preflight 619bb638fa0b360c406c42c5
[FYI] juan.canada, zach.bethel

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18260079 via CL 18372399 via CL 18372914
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18373039 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 16:04:00 -05:00
ola olsson
c78ae71b1f Replace side-effect invalidation during instance/cluster cull with a buffer appended to at instance cull.
- preparational step to enable HZB culling of invalidations in an uniform way.
- also add FComputeShaderUtils helper to set up an indirect dispatch.

#rb andrew.lauritzen
#preflight 6130818017a8610001b0cfc7

#ROBOMERGE-SOURCE: CL 17400532 via CL 17400838
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17400862 by ola olsson in ue5-release-engine-test branch]
2021-09-02 07:13:18 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00
Juan Canada
f084ece316 Fix copyright issues
#rb none
#jira UE-87461

[CL 11112539 by Juan Canada in Main branch]
2020-01-24 23:36:12 -05:00
Rolando Caloca
bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00
Marc Audy
360d078ca3 Second batch of remaining Engine copyright updates.
#rnx
#rb none

[CL 10871248 by Marc Audy in Main branch]
2019-12-27 09:26:59 -05:00
Marcus Wassmer
6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00
Rolando Caloca
aa0d2303d6 Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
#rb none
#rnx

[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00
guillaume abadie
276c612bfc Fixes vis SceneDepthZ by hacking the SRV creating in the pass lambda
This hack is motivated because the render target pool and render graph requires to much work for 4.22 to supporting arbitrary SRV creation for a FRDGTexture properly.

#rb none
[FYI] daniel.wright
#jira UE-69715

#ROBOMERGE-SOURCE: CL 4979860 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4979862 by guillaume abadie in Main branch]
2019-02-12 20:40:29 -05:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Rolando Caloca
1c9ffe06d9 DR - Revert all the float3->float4 conversions. Will fix properly on hlslcc
#rb none
#rnx

[CL 4662040 by Rolando Caloca in Dev-Rendering branch]
2018-12-14 11:54:34 -05:00
Rolando Caloca
8586df0055 DR - Convert all global float3/half3/uint3 to float4/half4/unit4
#rb none
#rnx

[CL 4659439 by Rolando Caloca in Dev-Rendering branch]
2018-12-13 16:33:43 -05:00
Marcus Wassmer
2b944cb943 Copying //UE4/Dev-Rendering@4626416 to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown nick.penwarden

[CL 4626501 by Marcus Wassmer in Main branch]
2018-12-03 22:25:23 -05:00
Guillaume Abadie
d123ff35c9 Cherry-pick 4529073: Adds support for the visualize texture tool in render graph.
This split the GVisualizeTexture in two:
* first part that capture any texture using a pixel shader, implemented using render pass, that render graph can just automatically insert where needed;
* Second part to present on screem still in Renderer module, because using things like FCanvas, requiring

Depth buffer visualization is broken, because needs to have more functionality in FRDGTextureSRVDesc.

#rb none

[CL 4588745 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 20:22:47 -05:00