* Added "BeginRenderingViewFamilies" render interface call that accepts multiple view families. Original "BeginRenderingViewFamily" falls through to this.
* FSceneRenderer modified to include an array of view families, plus an active view family and the Views for that family.
* Swap ViewFamily to ActiveViewFamily.
* Swap Views array from TArray<FViewInfo> to TArrayView<FViewInfo>, including where the Views array is passed to functions.
* FSceneRenderer iterates over the view families, rendering each one at a time, as separate render graph executions.
* Some frame setup and cleanup logic outside the render graph runs once.
* Moved stateful FSceneRenderer members to FViewFamilyInfo, to preserve existing one-at-a-time view family rendering behavior.
* Display Cluster (Virtual Production) uses new API.
Next step will push everything into one render graph, which requires handling per-family external resources and cleaning up singletons (like FSceneTextures and FSceneTexturesConfig). Once that's done, we'll be in a position to further interleave rendering, properly handle once per frame work, and solve artifacts in various systems.
#jira none
#rnx
#rb zach.bethel
#preflight 625df821b21bb49791d377c9
[CL 19813996 by jason hoerner in ue5-main branch]
- Deprecated legacy members from FPooledRenderTargetDesc.
- Deprecated ETextureRenderTarget and removed from RDG.
- TargetableTexture always equals ShaderResourceTexture.
- Simplified render target pool FindFreeElement.
- Create pooled buffers and textures with a known state.
#rb graham.wihlidal
#preflight 61f8488568795b2f45852274
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18796880 in //UE5/Release-5.0/... via CL 18797840 via CL 18799070
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18799188 by zach bethel in ue5-main branch]
- Implemented common transient page allocator in RHICore.
- Implemented XBox specific GPU page table mapping allocator.
- Extended RDG insights to support viewing heap visualization or page pool visualization.
#preflight 61d356682e0e436c725818bf
[CL 18504626 by zach bethel in ue5-main branch]
* Warmup will trigger resource prefetching and delay unloading of cells for a number of frames
* Enable HLOD assets warmup: wp.Runtime.HLOD.WarmupEnabled 0|1
* Number of warmup frames: wp.Runtime.HLOD.WarmupNumFrames n
* Currently only prefetching VT, Nanite prefetching to be added in another CL
Currently disabled (see "wp.Runtime.HLOD.WarmupNumFrames=0" in the device profiles ini)
#rb jeanfrancois.dube, jeremy.moore, andrew.firth
[FYI] chance.ivey, rune.stubbe
#lockdown andrew.firth
#preflight 6165d2b3e296ed0001f9a53e
#ROBOMERGE-OWNER: sebastien.lussier
#ROBOMERGE-AUTHOR: sebastien.lussier
#ROBOMERGE-SOURCE: CL 17789214 via CL 17986920 via CL 18368433 via CL 18368532
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18368579 by sebastien lussier in ue5-release-engine-test branch]
Use this as id for recording and playback of virtual texture feedback.
Flesh out API for recording and playback of collected ids.
#preflight 61530aa080eba00001a511b6
#rb ben.ingram
#lockdown michal.valient
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17653384 via CL 17965453 via CL 18365635 via CL 18365739
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18365816 by jeremy moore in ue5-release-engine-test branch]
Will flesh these out very shortly, but this allows us to submit things that will depend on the API.
#rb Matt.Hoffman
#preflight 60a4250ef94e3c000150855f?step=db6b
#lockdown Michal.Valient
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17614513 via CL 17963304 via CL 18365248 via CL 18365288
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18365314 by jeremy moore in ue5-release-engine-test branch]
This is similar to the previous implementation, but loops over the active scenes from the game thread to avoid thread safety issues with the AllocatedScenes member of the render module.
#jira UE-96753
#rb Sebastien.Lussier, Jason.Nadro, Ben.Ingram
#preflight 615b1e8b2554620001fcf126
#ROBOMERGE-AUTHOR: chris.kulla
#ROBOMERGE-SOURCE: CL 17709628 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v879-17706426)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 17709652 by chris kulla in ue5-release-engine-test branch]
2. Support "Subsurface Profile" shading mobile by preintegral burley diffusion on ring, just like the PreIntegrated Skin, but could be generated at runtime based on the Burley inputs.
#jira UE-101323
#rb Dmitriy.Dyomin, Tiantian.Xie
#p4v-preflight-copy 16327658
#preflight 61013bb05938f900010c8402
#ROBOMERGE-SOURCE: CL 16982577 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16982582 by wei liu in ue5-release-engine-test branch]
FMaterialRenderProxy doesn't appear to know which FScene it belongs to, so I had to go through the global render module and flag all scenes instead
#rb Ben.Ingram, Jason.Nadro
#ROBOMERGE-SOURCE: CL 16704202 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16704210 by chris kulla in ue5-release-engine-test branch]
- Used by the VT system to alias DXT surfaces with integer formats.
#rb Zach.Bethel
#fyi Christopher.Waters
#jira UE-114726
#preflight 60a3aca422cce000018d88ad
[CL 16369514 by Luke Thatcher in ue5-main branch]