* 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]
This CL split the resources shared between views (non-buffer/tiled data) and resources unique to view (e.g., tile data). This is to ease overall setup, but we might re-regroup them later.
#rb none
#jira none
#preflight 62488f4d927e60e3418751db
#fyi sebastien.hillaire
[CL 19601993 by Charles deRousiers 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]
This CL ensures we don't attempt to use this enum as both a view index and a pass type flag
It also adds EStereoscopicEye to give some pre-defined meaning to the view indices
#rb Jeff.Fisher
#rb peter.tarasenko
#rb steve.smith
#preflight 619ee54b801b361978d3fd11
#ROBOMERGE-OWNER: Jules.Blok
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18291679 in //UE5/Release-5.0/... via CL 18291688
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE-CONFLICT from-shelf
[CL 18291805 by Jules Blok 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]
- Refactored RDG to support free-threaded execution of passes.
- Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.
#rb christopher.waters
#ROBOMERGE-SOURCE: CL 16838717 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16838724 by zach bethel in ue5-release-engine-test branch]
The render target now sotr the variance for a more linear accumulation.
#rb none
#ROBOMERGE-SOURCE: CL 16761311 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16763795 by sebastien hillaire in ue5-release-engine-test branch]
- use computeutils to dispatch rdg compute
- added rdg GPU events
- tryclip is now allowed when final roughness is low
#rb none
#ROBOMERGE-SOURCE: CL 16754594 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16754597 by sebastien hillaire in ue5-release-engine-test branch]
Separated from bloom for now.
This should be resolution independent (will need more test down the line)
Maximum filter sample count is capped.
#rb none
[FYI] charles.derousiers
#ROBOMERGE-SOURCE: CL 16739838 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16739853 by sebastien hillaire in ue5-release-engine-test branch]
==
* Added instance offset and count to primitive data, along with GetPrimitiveUniformShaderParameters() diffs
* Remaining FInstanceCullingManager& hooks through functions
* Various todo comments to address later
* Calls to (disabled for now) BuildRenderCommands()
* Mutability of FViewInfo in some spots
* Additional instance culling draw params in a few places
* EVertexInputStreamType cleanup
* UseVirtualShadowMaps() feature capability helper function
#authors ola.olsson, graham.wihlidal
#rb graham.wihlidal
#fyi brian.karis, rune.stubbe
[CL 15092149 by graham wihlidal in ue5-main branch]