* Existing calls to CreateSceneTextureShaderParameters and similar functions use "GetSceneTexturesChecked", which allows for the possibility that they are reached in a code path where scene textures haven't been initialized, and nullptr is returned instead of asserting. The shader parameter setup functions then fill in dummy defaults for that case. The goal was to precisely match the original behavior, which queried the RDG blackboard, and gracefully handled null if scene textures weren't there. This definitely appears to occur in FNiagaraGpuComputeDispatch::ProcessPendingTicksFlush, which can be called with a dummy scene with no scene textures. In the future, I may change this so dummy defaults are filled in for FSceneTextures at construction time, so the structure is never in an uninitialized state, but I would like to set up a test case for the Niagara code path before doing that, and the checks aren't harmful in the meantime.
* I marked as deprecated global functions which query values from FSceneTexturesConfig, but they'll still work with the caveat that if you use multi-view-family rendering, the results will be indeterminate (whatever view family rendered last). There was only one case outside the scene renderer that accessed the globals (depth clear value), which I removed, noting that there is nowhere in the code where we modify the depth clear value from its global default. I would like to permanently deprecate or remove these at some point. Display Cluster is the only code that's currently using the multi-view-family code path, and as a new (still incomplete) feature, third party code can't be using it, and won't be affected.
#jira NONE
#rb chris.kulla zach.bethel mihnea.balta
#preflight 6261aca76119a1a496bd2644
[CL 19873983 by jason hoerner in ue5-main branch]
* 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]
- Converted to RDG.
- Converted mobile to use subresource transitions instead of awkward ping-ponging between render targets.
- Merged duplicate code paths between mobile / desktop.
- Eliminated FReflectionScratchCubemaps singleton in favor of explicit resource marshalling.
#preflight 623cdecc573f51b292c9c84a
#rb christopher.waters
[CL 19513281 by zach bethel in ue5-main branch]
Fixed Ray Tracing Scene overhead when the project is set to use Lumen GI but Lumen is disabled by scalabilty
Grey out Dynamic GI Method and Reflection Method when the project uses Forward Shading
#preflight 6216fce37a51a1466493323f
#jira UE-141840
#rb Krzysztof.Narkowicz
#lockdown Juan.Canada
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19120562 in //UE5/Release-5.0/... via CL 19121408
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)
[CL 19153987 by daniel wright in ue5-main branch]
- works for starta and legacy conversion material
- legacy converted to strata setup the strata blending mode
- strata material also affect legacy blending mode because it is used in multiple places in the engine.
- works for lit and unlit legacy material
- to be fixed:
- lit with premultiplied alpha
- materials with multiple shading models
#preflight https://horde.devtools.epicgames.com/job/6214893c3577e44741abf99f
#rb charles.derousiers
[CL 19069633 by Sebastien Hillaire 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]
- New functions are added to get the Primary View or all Secondary Views and takes advantage of that to replace hardcoded indices.
- Added support for retrieving a monoscopic projection/pose from IStereoRendering when a single frustum is needed for culling purposes.
#rb Steve.Smith
#rb Jeff.Fisher
#rb Zach.Bethel
#preflight 61de16e96a076ddb53cf59b4
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18579012 in //UE5/Release-5.0/... via CL 18579021 via CL 18579025
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)
[CL 18579042 by jules blok in ue5-main branch]
#ROBOMERGE-AUTHOR: jon.nabozny
#ROBOMERGE-SOURCE: CL 18343803 via CL 18375135 via CL 18375389
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18375409 by jon nabozny in ue5-release-engine-test branch]
For each pixel it shows the worst case missing mip level in all of the virtual textures sampled at that pixel.
Useful to analyze where late virtual texture page streaming is happening.
#rb ben.ingram
#preflight 615b5ecb255462000117288c
#lockdown michal.valient
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17716764 via CL 17979410 via CL 18366649 via CL 18366731
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18366789 by jon nabozny in ue5-release-engine-test branch]
This was missed when removing the AtmosphericFog.
#rb Arciel.Rekman, Jian.Ru
#jira FORT-411963
#ROBOMERGE-OWNER: sebastien.hillaire
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 17964483 in //UE5/Release-5.0/... via CL 17964598
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Main
[CL 17964608 by sebastien hillaire in ue5-release-engine-test branch]