Commit Graph

176 Commits

Author SHA1 Message Date
christopher waters
3b18bce7f0 Fixing initial state issues after changing the FRHITextureCreateDesc creation.
#jira UE-151907
#rb mihnea.balta
#preflight 627e751b7c26e2477354c142

[CL 20182229 by christopher waters in ue5-main branch]
2022-05-13 11:45:30 -04:00
christopher waters
9ef9e2bf50 Removing the long-form create functions and constructors from FRHITextureCreateDesc in favor of the shorter versions.
#jira none
#rb luke.thatcher
#preflight 627d7c70a82f3adab8b3524e

[CL 20172685 by christopher waters in ue5-main branch]
2022-05-12 17:59:39 -04:00
Florin Pascu
c0ea537f82 Set Backbuffer's TexCreate_ResolveTargetable flag for cases when MobileHDR=false and MSAA is enabled
#jira UE-150528
#rb Dmitriy.Dyomin,Jack.Porter,Mihnea.Balta
#preflight 6270f3625e6ce673f4327ac5

[CL 20022856 by Florin Pascu in ue5-main branch]
2022-05-03 05:40:12 -04:00
Luke Thatcher
ee64a28f30 Copying //UE5/Dev-ParallelRendering to //UE5/Main
This change is the copy-up of work from //UE5/Dev-ParallelRendering to unify the various RHI texture types
 - The separate RHI texture types (FRHITexture2D, FRHITexture2DArray, FRHITexture3D, FRHITextureCube, FRHITextureCubeArray) have been replaced with a single type: FRHITexture.
 - Includes the required refactoring / fixes for the various platform RHIs.

The old texture types are still supported via typedefs, but will soon be marked deprecated. Future rendering code should make use of the FRHITexture type instead.

#jira UE-139559
#rb Mihnea.Balta
#preflight 622f3af819287beb2c3047f6
#robomerge[FN_ENGINEMERGE] DEV-NC

[CL 19371962 by Luke Thatcher in ue5-main branch]
2022-03-14 09:14:58 -04:00
christopher waters
f650cb0d4e Adding minimal interface to OpenGLDrv
- Adding IOpenGLDynamicRHI interface for plugins that want to touch OpenGL resources/handles directly.
- Modifying plugins that were using OpenGLDrv.h to use the interface instead.
- Removing plugin references to UE Modules and ThirdParty libraries that were only needed because they included the private RHI headers.
- Removing OpenGLDrv/Private from plugin include paths.

#jira none
#rb dmitriy.dyomin, lukas.hermanns, robert.srinivasiah
#preflight 6226442206521a56d5d99678
#robomerge FNNC

[CL 19314031 by christopher waters in ue5-main branch]
2022-03-08 18:48:58 -05:00
allan bentham
bc9a67a871 Android OGL will create multiple separate services for precompiling GLES programs.
only used during PSO precompiling.
This can reduce PSO precompile times by as much as 2/3rds.
It is enabled by default, it can be disabled via Android.OpenGL.NumRemoteProgramCompileServices=0 or setting android configrule variable 'DisableProgramCompileServices' to true.

#rb chris.babcock, Dmitriy.Dyomin
[FYI] peter.sauerbrei, jack.porter


#preflight 6218decf847077002e87365b

#ROBOMERGE-OWNER: allan.bentham
#ROBOMERGE-AUTHOR: allan.bentham
#ROBOMERGE-SOURCE: CL 19147130 via CL 19147174 via CL 19148641 via CL 19148655 via CL 19160382
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19161662 by allan bentham in ue5-main branch]
2022-02-25 19:54:29 -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
robert srinivasiah
8a6841e8a5 Android EGL: Bind newly created shared surface on game thread after resume
After resume, we create new surfaces for the game and render threads (shared and rendering context surfaces). However, we only immediately bind the rendering thread context.
TECHNICALLY, we should be safe to keep the previous surface handy (EGL spec says old surface is pending deletion once made un-current). I'd be surprised if drivers actually like this.

This was causing a problem with ARCore where they used our game thread context (shared context) in order to create their own internal context (after resume). Once we call eglMakeCurrent with the shared context and the newly created shared surface, ARCore happily survives pause/resume.

#rb Chris.Babcock Dmitriy.Dyomin steve.smith
#jira UE-120253
#preflight 61dcae673c7555edfda2d906

#ROBOMERGE-AUTHOR: robert.srinivasiah
#ROBOMERGE-SOURCE: CL 18566399 in //UE5/Release-5.0/... via CL 18566438
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18566458 by robert srinivasiah in ue5-release-engine-test branch]
2022-01-10 17:55:57 -05:00
carl lloyd
b04dec9964 Made ES 3.2 a requirement for OpenGL on Android
#rb Allan.Bentham

#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-COMMAND: FNMain
#ROBOMERGE-SOURCE: CL 18293704 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
#ROBOMERGE[bot1]: Main

[CL 18293711 by carl lloyd in ue5-release-engine-test branch]
2021-11-25 06:58:08 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
carl lloyd
77870d0278 OpenGL DXC Improvements
- Added support for structured buffers
- Updated OpenGLES to 3.2

#rb Lukas.Hermanns
#preflight 61570a0947517300018581c9

#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 17691647 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v875-17642767)

[CL 17691665 by carl lloyd in ue5-release-engine-test branch]
2021-10-01 10:31:37 -04:00
yangke li
abb9346236 add ARM ASTC Encoder, support HDR profile, add astc hdr pixel format for opengl, vulkan and metal
todo:  hdr decode at runtime when astc hdr not supported
needs to figure out why ARM Encoder is much slower than ISPC, use ARM only for HDR Textures might be a good compromise.
#jira UE-119388

#ROBOMERGE-AUTHOR: yangke.li
#ROBOMERGE-SOURCE: CL 17441496 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17441499 by yangke li in ue5-release-engine-test branch]
2021-09-07 01:24:23 -04:00
florin pascu
5c1e32c73c RG11B10 + SceneDepthAux 16/32F + Alpha Propagate
For Forward ES31
 Default SceneColor RG11B10 + R16F\32F Depth texture
 With PropagateAlpha on RGBA16F + R16F\32F
 PostProcess we sample SceneDepthAux for Depth
For Deferred ES31
 SceneDepthAux only for Metal
 PropagateAlpha not working yet
 PostProcess we sample SceneDepthTexture for Depth

cvar to change Depth texture from 16 to 32Fr.Mobile.SceneDepthAux
cvar for AlphaPropagate r.Mobile.PropagateAlpha
#jira UE-98033
#rb Dmitriy.Dyomin, Carl.Lloyd, Jack.Porter

#ROBOMERGE-SOURCE: CL 16644095 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16644108 by florin pascu in ue5-release-engine-test branch]
2021-06-11 13:47:20 -04:00
jack porter
946b30a59a Remove UE3/UE4 references
#jira UE-112108
#jira UE-111469
#jira UE-111456
#jira UE-111451
#jira UE-111331
#jira UE-111149
#jira UE-111136
#jira UE-110941
#jira UE-104701
#rb trivial
[FYI] Chris.Babcock
#preflight 606446947a99880001b3cbac

#ROBOMERGE-SOURCE: CL 15872931 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15872932 by jack porter in ue5-main branch]
2021-03-31 06:40:14 -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
Dmitriy Dyomin
edd0257c55 Remove Texture2D as a storage for GPUScene primitives, OpenGL will use StructuredBuffers supported through SSBOs
#rb jack.porter
#fyi ola.olsson

[CL 15415286 by Dmitriy Dyomin in ue5-main branch]
2021-02-16 00:46:28 -04:00
Chris Babcock
a2d9bd542e Change Android class names from ue4 to unreal
#jira UE-104943
#ue5
#android
#review @Jack.Porter
#rb Jack.Porter

[CL 15284943 by Chris Babcock in ue5-main branch]
2021-02-02 17:21:35 -04:00
dmytro vovk
1b0b268fe4 Fixed Ensure condition failed: oldValue == newValue launching on Android [ThreadingBase.cpp] when app loses focus on Android
#jira UE-105141
#rb Arne.Schober

[CL 15277232 by dmytro vovk in ue5-main branch]
2021-02-01 20:53:53 -04:00
Marc Audy
a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
Marc Audy
68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00
Marc Audy
50a3d7d368 Merge Release-Engine-Staging to Main @ CL# 14467590
This represents UE4/Main @ 14432125 + some cherrypick fixes

[CL 14468207 by Marc Audy in ue5-main branch]
2020-10-09 22:42:26 -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
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
jack porter
cf0b3b7d44 Merging CLs 12566294, 12619873, 12619989, 12652521 from UE 4.25
Adding Google GameSDK for NDK21
Update GoogleGameSDK  libraries to support Swappy_getSupportedRefreshRates
#jira UE-80047
#rb in_4.25

#ROBOMERGE-OWNER: jack.porter
#ROBOMERGE-AUTHOR: jack.porter
#ROBOMERGE-SOURCE: CL 13003029 via CL 13003101 via CL 13003103
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)

[CL 13003106 by jack porter in Main branch]
2020-04-23 05:56:36 -04:00