Commit Graph

419 Commits

Author SHA1 Message Date
guillaume abadie
82d704ea77 Fixes saparate translucency screen percentage
#rb none
#jira UE-135770
#preflight 61f3d600801201ab38802f25

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18770204 in //UE5/Release-5.0/... via CL 18770211 via CL 18770261
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18770266 by guillaume abadie in ue5-main branch]
2022-01-28 08:13:09 -05:00
andrew lauritzen
ef2fd132f7 Add VSM projection visualizations to the editor menu
#rb graham.wihlidal
[FYI] ola.olsson
#preflight 61f1a689fc74f46b5645b225

#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 18757572 in //UE5/Release-5.0/... via CL 18759665 via CL 18760682
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18760914 by andrew lauritzen in ue5-main branch]
2022-01-27 15:49:31 -05:00
guillaume abadie
cd8c066c67 Uses BloomIntensity for FFT bloom and allows dirt mask to work
#jira UE-130358
#preflight 61efeba48c16f83722487e6b

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18721597 in //UE5/Release-5.0/... via CL 18721598 via CL 18721657
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18721670 by guillaume abadie in ue5-main branch]
2022-01-25 08:05:07 -05:00
krzysztof narkowicz
02819f2a85 Refactored Lumen visualization views and show flag in order to improve user experience. All Lumen visualization modes and show flags were moved into Lumen submenus for easier discovery. View modes were made exclusive (only one may be active at a time). Additonally exposed new view modes and show flags in order to easier debug and understand Lumen.
Lit->Lumen
Added Lit->Lumen submenu with 4 view modes - Lumen Scene, Lumen Reflection View, Lumen Surface Cache and Overview:
* Lumen Scene - same as ShowFlags->VisualizeLumenScene. Visualizes Lumen scene representation in highest possible quality, with highest possible view distance
* Lumen Reflection View - Lumen Scene, but with current reflections settings. Basically represents how things look in the reflections
* Lumen Surface Cache - visualizes surface cache and marks with pink missing surface cache coverage
* Overview - 3 Lumen view mode tiles, overlaid on top of normal view

Show->Lumen
Added Show->Lumen submenu with 6 flags, which allow to disable specific trace types (screen space, detail, global, far field), disable secondary bounces (radiosity) and disable Screen Space Directional Occlusion.

Show->Visualize
Removed �Lumen Scene� (replaced by Lit->Lumen->Lumen Scene view mode) and �Lumen Global Illumination� (replaced by r.Lumen.Visualize.IndirectDiffuse) from

Advanced visualization modes are accessible through r.Lumen.Visualize.Mode, which overrides current Lit->Lumen-> settings.

Misc changes:
* Renamed VisualizeLumenScene* to LumenVisualize*
* Moved shared visualize parameters to LumenVisualize.h
* Lumen HWRT visualize now uses same ray footprint as SWRT visualize
* Replaced HALF_WORLD_MAX with Lumen::MaxTracingEndDistanceFromCamera and Lumen::MaxTraceDistance in preparation for the LWC WORLD_MAX changes

#rb Patrick.Kelly, Daniel.Wright
#preflight 61e73339b56c33b8ecf753b2

#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 18658215 in //UE5/Release-5.0/... via CL 18658227 via CL 18658249
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v900-18638592)

[CL 18658268 by krzysztof narkowicz in ue5-main branch]
2022-01-19 10:11:35 -05:00
guillaume abadie
61986dea1f Fixes shader print drawing before spatial upscaler
This caused inconsistency between what ShaderPrint::BeginView() believe the resolution was and what ShaderPrint::DrawView() was actually drawing to

#rb none
#preflight 61e69be2b56c33b8ecdf1e86

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18638139 in //UE5/Release-5.0/... via CL 18638146 via CL 18638156
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18638170 by guillaume abadie in ue5-main branch]
2022-01-18 06:20:07 -05:00
Wei Liu
148908dac1 Fix a crash bug of using High Resolution Screenshot with "Use custom depth as mask" enabled on mobile preview
#jira none

#robomerge 5.0

#rb none
#preflight 61e6671db56c33b8ecd7df53

[CL 18637034 by Wei Liu in ue5-main branch]
2022-01-18 02:20:35 -05:00
UnrealBot
c47e81b2cb Branch snapshot for CL 18531810
[CL 18531810 in ue5-main branch]
2022-01-06 16:44:09 +00:00
UnrealBot
2987349d36 Branch snapshot for CL 18514113
[CL 18514113 in ue5-main branch]
2022-01-05 20:41:17 +00:00
Wei Liu
7575ee6c55 Only output scenecolor for sunmask on IOS when MSAA is enabled.
#jira none

#robomerge 5.0

#rb Dmitriy.Dyomin, Florin.Pascu
#preflight 61d5a2e44c252480ca1a5b89

[CL 18518245 by Wei Liu in ue5-main branch]
2022-01-05 09:09:54 -05:00
guillaume abadie
356554d86b Fixes ensure when temporally upscaling
#rb trivial
#preflight 61d42ccfc65e66487b0dd335

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18506847 in //UE5/Release-5.0/... via CL 18506857
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18506862 by guillaume abadie in ue5-release-engine-test branch]
2022-01-04 06:33:12 -05:00
guillaume abadie
ff778e6df5 Fixes a crash in FFT bloom in highres screenshot
#rb none
#preflight 61d31662932a02483cb24f28

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18501181 in //UE5/Release-5.0/... via CL 18501191
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18501201 by guillaume abadie in ue5-release-engine-test branch]
2022-01-03 10:44:47 -05:00
marc audy
b1175a1de1 [Backout] - CL18485836 - Change modified code that was skipped merging to UE5
Original CL Desc
-----------------------------------------------------------------
Fixed: Black screen when playing in editor with Android Vulkan preview with VR Template
#jira UE-135052
#rb Jack.Porter
#lockdown cristina.riveron
#preflight none
[CODEREVIEW] dmitriy.dyomin

#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 18257599 in //UE4/Release-4.27/... via CL 18458542 via CL 18458750 via CL 18486078 via CL 18486114
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18486158 by marc audy in ue5-release-engine-test branch]
2021-12-17 17:38:18 -05:00
marc audy
4c96bfe7d6 Fixed: Black screen when playing in editor with Android Vulkan preview with VR Template
#jira UE-135052
#rb Jack.Porter
#lockdown cristina.riveron
#preflight none
[CODEREVIEW] dmitriy.dyomin

#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 18257599 in //UE4/Release-4.27/... via CL 18458542 via CL 18458750 via CL 18485836 via CL 18485959
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18486005 by marc audy in ue5-release-engine-test branch]
2021-12-17 17:26:50 -05:00
guillaume abadie
455b38046d Fixes a bunch of vector precisions in post processing
#rb trivial
#jira none
#preflight 61af6ba18358693a22d78f41

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18394836 in //UE5/Release-5.0/... via CL 18394861
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18394867 by guillaume abadie in ue5-release-engine-test branch]
2021-12-07 09:55:09 -05:00
guillaume abadie
cffaa1fe82 Replaces r.Bloom.HalfResConvolution with r.Bloom.ScreenPercentage
#rb none
#jira none
#preflight 61ae42868358693a22c276d0

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18385314 in //UE5/Release-5.0/... via CL 18385332
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18385358 by guillaume abadie in ue5-release-engine-test branch]
2021-12-06 13:45:02 -05:00
guillaume abadie
2e85f24b98 Reland 18322673: Moves the bloom's intensity to be applied before writing to the bloom rdg texture
This allows lens flares to work with FFT bloom without introducing additional memory bandwidth costs in the tonemapper.

#rb none
#preflight 61a63600361aa0b85b3c506b

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18324910 via CL 18374616 via CL 18374634
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18374649 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 17:20:45 -05:00
guillaume abadie
cb09748fce [Backout] - CL18322673
[FYI] Guillaume.Abadie
Original CL Desc
-----------------------------------------------------------------
Moves the bloom's intensity to be applied before writing to the bloom rdg texture

This allows lens flares to work with FFT bloom without introducing additional memory bandwidth costs in the tonemapper.

#rb none

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18323049 via CL 18374597 via CL 18374633
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18374646 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 17:20:36 -05:00
guillaume abadie
f7e825f79a Moves the bloom's intensity to be applied before writing to the bloom rdg texture
This allows lens flares to work with FFT bloom without introducing additional memory bandwidth costs in the tonemapper.

#rb none

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18322673 via CL 18374590 via CL 18374632
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18374645 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 17:20:28 -05:00
graham wihlidal
cf1e30c31b Fix broken motion blur on camera cuts when motion vector simulation is disabled. This restores the intention from Jan 2017 (CL 3278757) where velocities were disabled on camera cut, but only if motion sim didn't provide a previous transform (likely broken during MDC or RDG refactors over ttime). When sequencer reuses an object by warping it between shots (vs. respawning new objects every time), the previous transform is nonsensical, and can be 1km away from the new location (causing numerous motion blur problems).
#preflight 61788d9d4c74960001b7d72a
#lockdown jeff.farris
[FYI] michal.valient, krzysztof.narkowicz, guillaume.abadie
#rb jason.nadro, andrew.rodham, ludovic.chabant, brian.karis

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 17939227 via CL 18007282 via CL 18370451 via CL 18370523
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18370603 by graham wihlidal in ue5-release-engine-test branch]
2021-12-03 13:48:12 -05:00
jon nabozny
5d4aaabcfb Allows TSR to produce MotionBlur's velocity flatten textures.
Adds 20us to TSR's DilateVelocity, but eliminate MotionBlur's velocity flatten that is 120us on console.

#rb josie.yang
#lockdown michal.valient
#preflight 616dabef6e12ff0001056c70, 616db80708cf4d000146e526

#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17850441 via CL 18003913 via CL 18369657 via CL 18369719
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18369796 by jon nabozny in ue5-release-engine-test branch]
2021-12-03 13:05:09 -05:00
guillaume abadie
d69c4ec4c5 Saves 0.5ms in post processing in sandbox
1) Allows motion blur to output half and/or quarter res based on what the following passes needs. This avoids adding downsampling passes after
2) Runs FFT bloom on async compute to overlap with all the histogram exposure and local pre exposure stuf
3) Fixes a bug where r.Bloom.HalfResolutionFFT resolution was also dependent r.PostProcessing.QuarterResolutionDownsample

Frosty configurations:
1) Configures to use simple 2x2 dowsampling in post processing to be able to use the fast motion blur code path
2) Configures histogram exposure and local exposure to quarter res.

#rb none
#preflight 616b3f3cf36f7c00011ec1d5
#lockdown michal.valient
[FYI] tiago.costa, josie.wang, brian.karis

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17838792 via CL 18003486 via CL 18369468 via CL 18369549
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18369594 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 12:54:09 -05:00
guillaume abadie
ebc9b041a1 Implements dynamic half-res motion blur
1) Motionblur have tile classification to improve VGPR pressure on fast motion blur gathering tiles
2) Motionblur tile classification can lower the gathering resolution to half res with r.MotionBlur.HalfResGather=1 on part of the screen with large motion vectors to reduce VALU costs under large movements, but still can compose with full res scene color without round trip to main memory to avoid adding memory bandwidth costs
3) TSR output a half res scene color in Mip1 so motion blur can dynamically sample half res under largement movements with r.MotionBlur.HalfResInput=1 to save memory bandwidth in the motion blur convolution
4) Number of direction samples becomes dynamic (and clamped to exisiting motion blur quality) based on length of motion vector to saves VALU with slow pixel velocities
5) Motion blur automatically avoid sampling full res center if the blur kernel completly occlude its to completly stop fetching full res to save memory bandwidth cost under large motions

Drops motion blur costs from 753us to 339us of motion blur costs + 40us additional cost in TSR to output half res in sandbox under movements.

And saves an average 0.3ms in the entire chase gameplay sequence.

#rb josie.yang
[FYI] brian.karis
#preflight 616960548b364e0001807ac7, 616998724cf7190001d2e6f2
#lockdown michal.valient

#ROBOMERGE-OWNER: guillaume.abadie
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17830244 via CL 18002937 via CL 18369356 via CL 18369373
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18369376 by guillaume abadie in ue5-release-engine-test branch]
2021-12-03 12:40:10 -05:00
jon nabozny
5342ad925e Added VirtualTexturePendingMips debug view mode.
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]
2021-12-03 02:44:01 -05:00
kevin ortegren
2bc873a62e Enabled Legend drawing on the Light Complexity debug visualization modes
#jira UE-135974
[at]mihnea.balta
#rb swarm
#rnx

#ROBOMERGE-AUTHOR: kevin.ortegren
#ROBOMERGE-SOURCE: CL 18300067 in //UE5/Release-5.0/... via CL 18300081
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18300084 by kevin ortegren in ue5-release-engine-test branch]
2021-11-26 09:45:44 -05:00
Jules Blok
4e9b294e6f Refactor APIs that use EStereoscopicPass so they take a pass type flag and view index instead
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]
2021-11-24 21:57:34 -05:00