This improves how the editor deals with displays that have different capabilities (some with HDR, others without).
Centralize where the CVars are accessed
Have the swapchain created in SDR when shown on a SDR display
Make sure color gamut matches the one supported by the platform/swapchain.
Allow Movie scene capture to override the gamut/output format to keep existing behaviour (MovieSceneCapture relies on swapchain data)
#preflight 628baef5183c1e13462a504d
#jira UE-150952
#rb luke.thatcher
[CL 20347067 by benjamin rouveyrol in ue5-main branch]
- added bSupportsRayTracingCallableShaders to DDPI.
- only Windows D3D12 RHI supports callable shaders at the moment.
#rb yuriy.odonnell
#preflight 628bb493693c5e1de282983f
[CL 20331097 by tiago costa in ue5-main branch]
On Windows, "TargetedRHIs" is now split into "D3D11TargetedShaderFormats", "D3D12TargetedShaderFormats" and "VulkanTargetedShaderFormats". "TargetedRHIs" is still parsed for backwards compatibility.
Using this, projects can now be more easily configured for D3D12-only or even Vulkan-only.
Updated FShaderFormatsPropertyDetails to use FName instead of FString for shader platforms. Also added a filtering method for mixed RHI platforms like Windows.
#jira none
#rb mihnea.balta, josh.adams
#preflight 6287cbf46c7692ac8cc8805f
[CL 20300786 by christopher waters in ue5-main branch]
- GetRayTracingCallableLibrary() similar to how we handle hitgroups.
FindRayTracingCallableIndex(...) to query callable shader index in RTPSO.
#rb yuriy.odonnell
#preflight 628620c99016c6dd8974b510
[CL 20278150 by tiago costa in ue5-main branch]
* Added RaytracingTraversalStatistics to create, capture and print TraceRayInline traversal statistics.
* In inline raytracing shaders you only need to call TraceRayInlineAccumulateStatistics() which will gather the results of the most recent TraceRayInline call.
* New debug visualization mode 'Traversal Statistics' that will print to the screen the traversal statistics for primary rays.
#rb Yuriy.Odonnell
#preflight 62860caa2b53e2be4c8ceee2
[CL 20277869 by aleksander netzel in ue5-main branch]
- Not supporting r.D3D12.RayTracing.CacheShaderRecords at the moment.
#rb yuriy.odonnell
#preflight 6283ce61114e08fa2f235ae8
[CL 20247470 by tiago costa in ue5-main branch]
Texture references need to use the tracker info of the underlying texture object, not their own tracker info, as the local info is never filled in.
#jira none
#rnx
#preflight https://horde.devtools.epicgames.com/job/6283b32aba3597a030918cf5
#rb Luke.Thatcher
[CL 20244725 by mihnea balta in ue5-main branch]
- A zero size now uses the source texture size adjusted to the source mip.
- Source / dest offsets and size now properly scale with each successive mip level.
- Fixed bug in reflection capture GPU copy due to inconsistent behavior.
- Deprecated GRHISupportsCopyToTextureMultipleMips which is now always true.
#rb brian.white
#preflight 627fc1af3339713c4a9800da
[CL 20224824 by zach bethel in ue5-main branch]