Commit Graph

114 Commits

Author SHA1 Message Date
tiago costa
eb13fab6de Clear IndicesToUpdateInHeightFieldObjectBuffers after processing it.
- It was accumulating new indices resulting in unecessary updates.
Store PendingHeightFieldAdd/UpdateOps in TSet instead of TArray so that Contains/Remove calls are O(1).

#rb Krzysztof.Narkowicz
#preflight 627d0c089f7ad2a14be26bd9

[CL 20163847 by tiago costa in ue5-main branch]
2022-05-12 09:36:48 -04:00
zach bethel
16dcf5b313 Refactored Lumen and Distance Field buffers to RDG.
- Replaced FRW{Structured, ByteAddress}Buffer with TRefCountPtr<FRDGPooledBuffer>
 - Replaced ResizeResourceIfNeeded with Resize{Structured, ByteAddress}BufferIfNeeded.
 - Replaced FScatterUploadBuffer with FRDGScatterUploadBuffer.
 - Removed awkward copy of page table buffers now that scatters are on the RDG timeline.
 - Reduced number of uniform buffers created by consolidating within FLumenSceneFrameTemporaries.
 - Fixed up const-correctness of FLumenSceneFrameTemporaries to sanity check that resources were not being mutated later in the frame.
 - Reduced explicit view creations somewhat.
 - Distance fields needs an FDistanceFieldSceneFrameTemporaries to cache RDG resources, but I held off on this due to the number of files it would touch.

#rb krzyzstof.narkowicz, daniel.wright

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 19921040 via CL 19922067 via CL 19922607
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 19925590 by zach bethel in ue5-main branch]
2022-04-26 14:37:07 -04:00
tiago costa
d3e0196bd2 Fix error compiling shaders sampling distance fields when using non-default Distance Field Offset Data Structure
- Shaders sampling mesh distance fields must define OFFSET_DATA_STRUCT according to r.DFShadowOffsetDataStructure.
- Also renamed cvar r.DFShadowOffsetDataStructure to r.DistanceFields.OffsetDataStructure since it applies to all techniques sampling mesh distance fields.

#preflight 626661771a71643e8b8b07df
#rb Krzysztof.Narkowicz
#jira none

[CL 19900311 by tiago costa in ue5-main branch]
2022-04-25 07:32:32 -04:00
jason hoerner
b19bb6be2f UE5_MAIN: Multi-view-family scene renderer refactor, part 1. Major structural change to allow scene renderer to accept multiple view families, with otherwise negligible changes in internal behavior.
* 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]
2022-04-19 14:45:26 -04:00
zach bethel
a00b40ad3b Deprecated GetRenderTargetItem() from IPooledRenderTarget.
#preflight 624ddb30090236773a1a83e0
#rb luke.thatcher

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 19655641 via CL 19655653 via CL 19655661
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19657582 by zach bethel in ue5-main branch]
2022-04-06 18:24:24 -04:00
jason hoerner
078ea856d8 UE5_MAIN: Multi-GPU crash, corruption, and DumpGPU fixes.
* Distance Field streaming GPU mask scope clean up, to avoid startup crash.  Added single high level FRHIGPUMask::All() scope in PrepareDistanceFieldScene, to avoid the need to set the mask in multiple lower level functions, and hopefully cover future modifications to the distance field scene code.  View dependent subset of the code is then masked to the view.  Validation asserts added in case code gets moved around in the future.
* Fixed bug when generating SRVs for structured buffers -- wasn't pointing the SRV to the correct GPU buffer.  Caused GPU hangs and all sorts of corrupted rendering.
* Fixed bug that RHICopyToResolveTarget wasn't using the correct GPU index.  Main symptom was DumpGPU being non-functional on the second GPU, but could cause other artifacts as well.

#jira none
#rnx
#rb christopher.waters chris.kulla
#preflight 624716e2b6084b9832597015

[CL 19591778 by jason hoerner in ue5-main branch]
2022-04-01 13:44:07 -04:00
fred kimberley
81b706b1b5 Fix build errors from removing implict conversion to FVector.
#rb Michael.Noland

#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 19260414 in //UE5/Release-Engine-Staging/...
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v924-19243027)

[CL 19264049 by fred kimberley in ue5-main branch]
2022-03-04 04:25:49 -05:00
tiago costa
403b305472 Distance Field LWC support #3
- Upload heightfield bounds tile + relative world position
- Upload heightfield tile + relative world matrices
- Positions are still converted to float when loaded in shader.

#rb none
#preflight 622118eebf662715a8c73d52
#jira none

[CL 19250645 by tiago costa in ue5-main branch]
2022-03-03 14:45:55 -05:00
tiago costa
ba33341ec7 Fix compiler error in Dev-Engine-Merge
- Add explicit cast to FMatrix44f

#rb none
#preflight none

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19172192 via CL 19172200 via CL 19172203 via CL 19172305
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19172362 by tiago costa in ue5-main branch]
2022-02-28 07:46:43 -05:00
tiago costa
e193b562e1 Fix height field shadowing
- Was incorrectly casting rows of FMatrix to FVector4f.
- Cast matrix to FMatrix44f first.

#rb aleksander.netzel
#preflight 621c9c54037be0078c913673

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19171873 via CL 19171875 via CL 19171877 via CL 19172301
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19172357 by tiago costa in ue5-main branch]
2022-02-28 07:46:30 -05:00
tiago costa
b3333999eb Distance Field LWC support #1
- Upload bounds tile + relative world position
- Upload object tile + relative world matrices
- Positions are still converted to float when loaded in shader.

#rb aleksander.netzel
#preflight 6218e94fa77f4c4a4ba5be27
#jira UE-143275

[CL 19146964 by tiago costa in ue5-main branch]
2022-02-25 09:55:54 -05:00
tiago costa
28c7b9f7e5 Store FDistanceFieldSceneData primitives LocalToWorld as FMatrix instead of FRenderTransform.
- Required to support LWC.
- Modified GetDistanceFieldInstanceData to output InstanceLocalToPrimitive transforms.
- Apply Proxy->LocalToWorld in ProcessPrimitiveUpdate(...)

#preflight 62166c450f71e491cc0691c7
#rb Krzysztof.Narkowicz

[CL 19094749 by tiago costa in ue5-main branch]
2022-02-23 12:49:51 -05:00
daniel wright
f4d06b2349 Lowered r.DistanceFields.TwoSidedSurfaceBiasExpand to 1, it was causing severe foliage over-occlusion
Pullback on Voxel traces for Screen Probes, fixes leaking when resuming a screen trace
#rb Krzysztof.Narkowicz
#jira UE-141204
#preflight 61fb4a6ec431b6aac04e163e
#lockdown Michal.Valient

#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18850068 in //UE5/Release-5.0/... via CL 18850157 via CL 18850823
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18850862 by daniel wright in ue5-main branch]
2022-02-03 16:07:31 -05:00
fred kimberley
7fbfaf57c8 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build

#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824721 by fred kimberley in ue5-main branch]
2022-02-02 07:59:31 -05:00
krzysztof narkowicz
0da8f71523 Refactored Distance Field culling
* Removed culled DF object copies during culling. Instead now only indices to culled objects are stored
* Refactored DF heightfield object loads into FHeightfieldObjectBounds and FHeightfieldObjectData

This is a step towards optimizing DF culling and reusing this code for Lumen Landscape culling

Perf Reverb on 2080:
* CullMeshSDFObjectsToFrustum 0.04ms->0.03ms (removed DF object copies)
* Other passes didn't change

#preflight 61f5a7b7694910780bd91918
#rb Tiago.Costa

#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18789232 in //UE5/Release-5.0/... via CL 18789258 via CL 18789368
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18789821 by krzysztof narkowicz in ue5-main branch]
2022-01-31 10:23:36 -05:00
andrew davidson
3542cab338 FMatrix explicit cast fixes - Renderer
#rb ben.ingram, zak.middleton
#preflight 61f285e71e5d78c38307cda4

#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18752245 in //UE5/Release-5.0/... via CL 18752267 via CL 18752335
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18752338 by andrew davidson in ue5-main branch]
2022-01-27 07:20:20 -05:00
zak middleton
36c99f6887 #ue5 - LWC: FVector4f <-> FVector4d conversion is now explicit.
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.

Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.

#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1

#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18751326 by zak middleton in ue5-main branch]
2022-01-27 03:30:41 -05:00
krzysztof narkowicz
83a5c30226 New Lumen user settings
Project
 * Ray Lighting Mode - project wide control for ray lighting quality

Post Process Volume
 * Lumen Scene Lighting Quality - drives Radiosity gather quality
 * Lumen Scene Detail - drives Lumen culling aggressiveness
 * Lumen Scene View Distance - controls the distance from the camera that Lumen Scene will be maintained
 * Lumen Scene Lighting Update Speed - drives Radiosity gather convergence speed
 * Final Gather Lighting Update Speed - drives Final Gather temporal accumulation strength
 * Max Trace Distance - the distance that Lumen features will trace through the scene
 * Ray Lighting Mode - local control for ray lighting quality

Primitive Component
 * Emissive Light Source - provides a hint to Lumen that the mesh has an important lighting contribution and should not be culled

Replaced r.Lumen.MaxTraceDistance with r.Lumen.MaxTraceDistanceScale
Increased MAX_GLOBAL_DF_CLIPMAPS to 6

#rb Krzysztof.Narkowicz
#preflight 61ef58b8ca3de856bce72093

#ROBOMERGE-OWNER: krzysztof.narkowicz
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18743987 in //UE5/Release-5.0/... via CL 18744701 via CL 18745671
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18745941 by krzysztof narkowicz in ue5-main branch]
2022-01-26 17:07:27 -05:00
ola olsson
b24810ca95 Make DF shadowing skip Nanite meshes if VSM is enabled (Nanite renders into VSM unconditionally causing double shadowing).
- needed for VSM / DF integration

#rb tiago.costa
#preflight 61e51e59a2616066f675d8b0
[FYI] andrew.lauritzen

#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 18631263 in //UE5/Release-5.0/... via CL 18631650 via CL 18631674
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18636666 by ola olsson in ue5-main branch]
2022-01-17 23:58:42 -05:00
tiago costa
679e68ba83 Remove deprecated DFGI and Heightfield GI
#preflight 61b28664c01c89f906c39eb8
#rb daniel.wright

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18426710 in //UE5/Release-5.0/... via CL 18426730
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18426734 by tiago costa in ue5-release-engine-test branch]
2021-12-09 18:23:24 -05:00
jon nabozny
8715ae11ab Merge ray tracing primitive culling into standard primitive culling. This allows the culling to use the same memory access patterns as the normal primitive culling, and ensures that the distance culled primitives and the fading primitives, propegate into the ray tracing primitives.
Bonus: Saves about 1.1 MS in the current branch.

[at]juan.canada, [at]ryan.vance, [at]patrick.kelly
#preflight 614364b9b5a4fa0001630d89
#lockdown andrew.firth

#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: brandon.dawson
#ROBOMERGE-SOURCE: CL 17552671 via CL 17946035 via CL 18363833 via CL 18363966
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18364062 by jon nabozny in ue5-release-engine-test branch]
2021-12-02 23:09:57 -05:00
tiago costa
496f7fd9d4 Don't include objects with "Cast Shadow" disabled in Distance Field Shadows
- Added bCastShadow flag to FDFObjectBounds
- Filter objects in CullObjectsForShadowCS

#jira FORT-426852
#rb Daniel.Wright
#preflight 619e2a010141b3c6da5b0108

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18282453 in //UE5/Release-5.0/... via CL 18282463
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18282467 by tiago costa in ue5-release-engine-test branch]
2021-11-24 07:33:55 -05:00
aurel cordonnier
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00
andrew davidson
57beb335f2 Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 17595295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17595306 by andrew davidson in ue5-release-engine-test branch]
2021-09-22 10:01:48 -04:00
tiago costa
7b5c6e6ea8 Improve Distance Field rendering performance
- Reduce ALU, VGPR - move operations to CPU, reorganize asset data buffer.
- Added CSV stats to track atlas and indirection table size.
- DF shadow perf on heavy scenes improved by around 12% (3.75ms vs 4.3ms).

#rb daniel.wright
#jira UE-120168
#preflight 6144599b4778fa00018e49a6

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 17550410 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
#ROBOMERGE[bot1]: EMT

[CL 17550414 by tiago costa in ue5-release-engine-test branch]
2021-09-17 06:33:42 -04:00