- 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]
- Refactord 'Finalized Access' feature into a more flexible 'External' vs. 'Internal' access mode per resource toggle.
- Resources can transition between modes multiple times within the graph.
- Supports async compute pipeline.
- Supports queueing of requests to avoid back-to-back helper passes.
- This feature is needed to support conversion of GPU scene buffers.
- Deprecated the ReadOnly and ForceTracking resource flags and added a 'SkipTracking' flag instead.
- Previous semantics were confusing and error prone.
- New model requires a manual flag to tell RDG never to transition a resource.
- This flag is used for read-only dummy resources as an optimization.
- Renamed some of the auxiliary 'FinalizedResource' utilities since the name no longer matches the semantics.
#preflight 6266cc6d0634d0904ce4ba46
[CL 19904734 by zach bethel in ue5-main branch]
- 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]
* 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]
- Compute wanted mips in translated world space.
#jira UE-143275
#rb none
#preflight 6220d0006530856a975bfbfb
[CL 19243336 by tiago costa in ue5-main branch]
- Modified PendingThrottledOperations to be a TSet, avoiding expensive Remove operation. PendingThrottledOperations is appended to PendingAddOperations which is already a TSet, so order is not guaranteed anyway.
- Use RemoveAtSwap to remove completed requests from ReadRequests.
#preflight 621d27e5d815cc2f95f4f694
#rb none
#jira none
#fyi daniel.wright
[CL 19219566 by tiago costa in ue5-main branch]
#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]
- Need to update index at each iteration.
#rb Rune.Stubbe, Krzysztof.Narkowicz
#preflight 61af9923b841b84301bab88f
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18396940 in //UE5/Release-5.0/... via CL 18396946
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18396958 by tiago costa in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
0.69ms -> 0.12ms of GPU time on 2080, flying with drone
#rb Daniel.Wright, Graham.Wihlidal
#lockdown Graham.Wihlidal
#jira UETOP-1088
#ROBOMERGE-SOURCE: CL 16093708 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)
[CL 16093910 by krzysztof narkowicz in ue5-main branch]
This isn't true in Vulkan, so we need to use the correct dimension for the variable group size (Z, in this case).
#rb trivial
#jira none
#rnx
[CL 15914477 by mihnea balta in ue5-main branch]
Vulkan actually queries the device for GRHIMaxDispatchThreadGroupsPerDimension instead of hardcoding 0xffff, so the value it gets can be as large as MAX_int32, which will overflow when multiplied.
#rb trivial
#jira none
#rnx
#ROBOMERGE-SOURCE: CL 15900910 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
[CL 15900916 by mihnea balta in ue5-main branch]