This logic took primitives with a material using static lighting and moved velocity writing to a second pass.
Seems like that is some old behavior and after asking around it isn't well known why we had it.
Anyway it's not good to pay the cost of that second pass, so removing that.
#preflight 628fd8f574630984fd4d4464
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 20392160 via CL 20392172 via CL 20392182
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246)
[CL 20398501 by jeremy moore in ue5-main branch]
This allows to define a new dynamic scaling in the renderer with low amount of boiler plate:
DynamicRenderScaling::FHeuristicSettings GetDynamicTranslucencyResolutionSettings()
{
RenderingDynamicScaling::FHeuristicSettings BucketSetting;
BucketSetting.Model = RenderingDynamicScaling::EHeuristicModel::Quadratic;
BucketSetting.bModelScalesWithPrimaryScreenPercentage = true;
BucketSetting.MinResolutionFraction = ...
...
return BucketSetting;
}
DynamicRenderScaling::FBudget GDynamicTranslucencyResolution(TEXT("DynamicTranslucencyResolution"), &GetDynamicTranslucencyResolutionSettings);
And then simply define a scope to measure the GPU timing as such:
{
DynamicRenderScaling::FRDGScope DynamicTranslucencyResolutionScope(GraphBuilder, GDynamicTranslucencyResolution);
// add passes to GraphBuilder
}
#rb zach.bethel
#jira UE-152561
#preflight 628f1219bb14235aa38c904c
[CL 20376428 by Guillaume Abadie in ue5-main branch]
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]
Hooked the value used by instanced static meshes into it to get nanite ISMs to respect the cull distance.
#rb brian.karis
#preflight 6287d8a21e478b95c7345866
#ROBOMERGE-AUTHOR: jamie.hayes
#ROBOMERGE-SOURCE: CL 20301693 via CL 20301776 via CL 20301792
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20305738 by jamie hayes 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]
- Parameter binding is now enabled when possible, i.e. no legacy data interfaces / external cbuffer / view uniform buffer
#rb rob.krajcarski
#jira UE-151234
#preflight 62844015f669ec5902688727
[CL 20266965 by Stu McKenna in ue5-main branch]
- Adding support for bindless resources/samplers. The loose resources have to be wrapped in a macro that generates an index and proxy resource when bindless is enabled. Reflection has to parse these differently from other resources since they're parsed as uint parameters. The runtime also has to bind these differently since they end up needing to find their real resource in the binding data and then update a constant buffer.
- To assist in conversions, the shader compiler will detect if a shader is compiled with both bindless and non-bindless resources/samplers and will emit errors if that is the case.
- Adding support for bindless Uniform Buffer resources/samplers. Because Uniform Buffers aren't per-shader, they'll always update their constants with the bindless indices of their resources.
- Adding more flags to FShaderCodePackedResourceCounts required changing all the array initializations to individual parameters since not all the new flags are used everywhere.
- No shaders have been configured to support bindless resources/samplers. Yet.
#jira UE-139616
#rb zach.bethel, arciel.rekman
#preflight 6282b8ec44349a6581a21a39
[CL 20250348 by christopher waters in ue5-main branch]
- Simplified RDG transition logic to only use subresource transitions.
- Don't allow unmergeable states to be merged during pass setup.
#preflight 627ebfadca3b90fc14fb9b85
#fyi jeannoe.morissette
[CL 20224647 by zach bethel in ue5-main branch]