Commit Graph

419 Commits

Author SHA1 Message Date
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -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
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -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
jose villarroel
46f4556c0c Fix for crash in viewmode LODColoration
[at]Tiago.Costa
#preflight skip

#ROBOMERGE-SOURCE: CL 17408665 via CL 17415903
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17416549 by jose villarroel in ue5-release-engine-test branch]
2021-09-03 01:30:02 -04:00
tiago costa
b009886be2 Local Exposure using Bilaterial Grid based Contrast Reduction.
- Image exposure is locally adjusted by decomposing luminance of the frame into a base layer and a detail layer.
- Base layer contrast can be reduced while preserving detail.
- Support blending with gaussian blurred luminance as proposed in Advances in Real-Time Rendering in Games 2021.
- Controls in PostProcessVolume.
- r.LocalExposure cvar to control whether local exposure is supported.
- Visualization mode in "Show->Visualize->Local Expsoure". Multiple modes controllable using r.LocalExposure.VisualizeDebugMode.
- Bilateral grid generation not yet optimized. Optimization should include increasing depth of grid to match histogram size so that global histogram can be generated from grid.
- Added option to use mirror address mode in PostProcessWeightedSampleSum, since black border adds noticeable vignetting to the blurred luminance.

#preflight 612f65169db3090001ba3eec
#rb Brian.Karis, Guillaume.Abadie, Krzysztof.Narkowicz

#ROBOMERGE-SOURCE: CL 17385317 via CL 17387198
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17387234 by tiago costa in ue5-release-engine-test branch]
2021-09-01 11:22:04 -04:00
zach bethel
6029ab3f2c Fixed broken separate translucency with split screen and off-center viewports.
#rb jamie.hayes, christopher.waters
#jira UE-117894, UE-117423

#ROBOMERGE-SOURCE: CL 17292415 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v861-17282326)

[CL 17292422 by zach bethel in ue5-release-engine-test branch]
2021-08-24 16:01:16 -04:00
guillaume abadie
5ee6c0677f Applies FFT bloom to scene color in tonemaper pass
#rb none
#preflight 6108fb105938f90001f46485
[FYI] david.hill

#ROBOMERGE-SOURCE: CL 17027723 via CL 17027778
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v843-17027566)

[CL 17027795 by guillaume abadie in ue5-release-engine-test branch]
2021-08-03 06:12:26 -04:00
guillaume abadie
7070709495 Fixes SSR alignment issues
#rb none
#preflight 6102e64403d30300016e972e

#ROBOMERGE-SOURCE: CL 16998371 via CL 16998380
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16998388 by guillaume abadie in ue5-release-engine-test branch]
2021-07-29 13:49:02 -04:00
guillaume abadie
fe9029a607 Makes r.TSR.Translucency.SeparateTemporalAccumulation=1 production ready
#rb none
#preflight 610036ddbb81a50001d53242

#ROBOMERGE-SOURCE: CL 16970408 via CL 16972240
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16972406 by guillaume abadie in ue5-release-engine-test branch]
2021-07-27 15:36:37 -04:00
guillaume abadie
c1cefec22f Implements ISpatialUpscaler
#rb Michal.Valient
#jira UE-119971
#lockdown Michal.Valient

#ushell-cherrypick of 16925935 by Guillaume.Abadie
#preflight 60f9c772a6959a0001ac0738

#ROBOMERGE-SOURCE: CL 16931269 via CL 16931278
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16931286 by guillaume abadie in ue5-release-engine-test branch]
2021-07-22 17:20:27 -04:00
guillaume abadie
0ad856e1f8 Implements r.TSR.Translucency.SeparateTemporalAccumulation prototype
#rb none

#ROBOMERGE-SOURCE: CL 16828318 via CL 16828346
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16828357 by guillaume abadie in ue5-release-engine-test branch]
2021-07-12 14:15:42 -04:00
guillaume abadie
eadb45ef37 Replaces r.PostProcessAAQuality with r.FXAA.Quality & r.TemporalAA.Quality
Now only r.AntiAliasingMethod prevails to selects the anti-aliasing method explicitly for the deferred shading renderer. Each AA technic have it's own cvars to control their quality independently

FXAA now have its own r.FXAA.Quality. The FXAA shader permutations where mis configured with r.PostProcessAAQuality=1 & 2 both mapping to the FXAA_PC_CONSOLE=1 that is now r.FXAA.Quality=0. Instead r.FXAA.Quality now offer more mid-quality settings for FXAA_PC=1 with r.FXAA.Quality=1 & 2 & 3. Backward comaptible migration is as followed:
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=0 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=1 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=2 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=3 -> r.FXAA.Quality=3 but with some neighborhood search setting changed in FXAAShader.usf
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=4 -> r.FXAA.Quality=4
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=5 -> r.FXAA.Quality=5

TAA now have its own r.TemporalAA.Quality. Backward compatible migration is as followed:
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=0 -> r.AntiAliasingMethod=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=1 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=2 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=0 -> r.TemporalAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=1 -> r.TemporalAA.Quality=1
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=4 -> r.TemporalAA.Quality=2

MSAA r.AntiAliasingMethod=3 & TSR r.AntiAliasingMethod=4 remains unchanged.

sg.AntiAliasingQuality now maps to different r.TemporalAA.Quality or r.FXAA.Quality

Automated tests on base CL: https://horde.devtools.epicgames.com/job/60d5b8410123b700014f9db5
Automated tests on change CL: https://horde.devtools.epicgames.com/job/60d47cde57b302000114bebf

#rb none
[FYI] jack.porter, wei.liu
#lockdown michal.valient

#ROBOMERGE-SOURCE: CL 16823623 via CL 16823646
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16823657 by guillaume abadie in ue5-release-engine-test branch]
2021-07-12 07:13:12 -04:00
guillaume abadie
1b502fd981 Implements r.AntiAliasingMethod
#rb none
#preflight 60d33c8cd9586b000132acac

#ROBOMERGE-OWNER: guillaume.abadie
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 16758022 via CL 16758023
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
#ROBOMERGE-CONFLICT from-shelf

[CL 16758219 by guillaume abadie in ue5-release-engine-test branch]
2021-06-23 11:54:40 -04:00
ola olsson
34cc087895 Make shader draw / shader print more consistent
- add IsSupported to ShaderDebug API
 - cleaned up some potentially unsafe uses of IsSupported/IsEnabled to guards shader parameter setting
 - added AddOBB to ShaderDrawDebug
 - Removed restriction that limited shaderdraw to editor-only

#rb sebastien.hillaire,charles.derousiers
#preflight
#preflight 60cc957a367e670001ca06ab

#ROBOMERGE-SOURCE: CL 16718178 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16718179 by ola olsson in ue5-release-engine-test branch]
2021-06-18 09:22:16 -04:00
jian ru
3d69f1b214 Reuse previous frame SceneColorHalfRes for scene color downsample output instead of creating a new one. This prevents having two non-transient SceneColorHalfRes textures allocated on fast VRAM
#jira UE-117189
#rb ben.woodhouse

#ROBOMERGE-SOURCE: CL 16717026 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16717031 by jian ru in ue5-release-engine-test branch]
2021-06-18 01:39:21 -04:00
florin pascu
5c1e32c73c RG11B10 + SceneDepthAux 16/32F + Alpha Propagate
For Forward ES31
 Default SceneColor RG11B10 + R16F\32F Depth texture
 With PropagateAlpha on RGBA16F + R16F\32F
 PostProcess we sample SceneDepthAux for Depth
For Deferred ES31
 SceneDepthAux only for Metal
 PropagateAlpha not working yet
 PostProcess we sample SceneDepthTexture for Depth

cvar to change Depth texture from 16 to 32Fr.Mobile.SceneDepthAux
cvar for AlphaPropagate r.Mobile.PropagateAlpha
#jira UE-98033
#rb Dmitriy.Dyomin, Carl.Lloyd, Jack.Porter

#ROBOMERGE-SOURCE: CL 16644095 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16644108 by florin pascu in ue5-release-engine-test branch]
2021-06-11 13:47:20 -04:00
charles derousiers
ddedd9ec4c Change ShaderDraw API to be less verbose.
#rb none

#ROBOMERGE-SOURCE: CL 16608256 via CL 16608278
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16608294 by charles derousiers in ue5-release-engine-test branch]
2021-06-09 13:17:41 -04:00
charles derousiers
6b37ab321e Rename GpuDebugRendering -> ShaderDebug to be consistent with ShaderPrint.
#rb none

#ROBOMERGE-SOURCE: CL 16606836 via CL 16606856
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)

[CL 16606860 by charles derousiers in ue5-release-engine-test branch]
2021-06-09 12:16:51 -04:00
Marc Audy
e80ea6b959 Merge from Release-Engine-Staging @ 16444985
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16445122 by Marc Audy in ue5-release-engine-test branch]
2021-05-25 02:43:26 -04:00
wei liu
606f4bcbc1 Support Panini projection on mobile.
#jira none

#rb Dmitriy.Dyomin, Mi.Wang

#ROBOMERGE-SOURCE: CL 16443801 in //UE4/Release-4.27/... via CL 16443803
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Staging) (v814-16434418)

[CL 16443816 by wei liu in ue5-release-engine-staging branch]
2021-05-24 22:04:43 -04:00
jamie hayes
9389c3eb1e Add another optional separate translucency pass that gets composited after motion blur. Has no depth test (due to TAA color upsample with no upsampled depth), and is intended to work around reprojection and motion blur artifacts with translucency.
#rb zach.bethel, michal.valient
#jira none

[CL 16381727 by jamie hayes in ue5-main branch]
2021-05-19 02:09:02 -04:00
Wei Liu
462cab5257 Fix a bug of triple buffer of mobile eye adaptation.
#jira none

#rb Mi.Wang
#preflight 60a22f1913a1660001743797

[CL 16346768 by Wei Liu in ue5-main branch]
2021-05-17 05:39:52 -04:00
Luke Thatcher
bf64d7fbc7 Fix post processing using 1x1 dummy depth stencil texture causing RTV/DSV size mismatch and GPU crashes.
#rb Zach.Bethel
#jira UE-114411

[CL 16169944 by Luke Thatcher in ue5-main branch]
2021-04-30 13:02:00 -04:00
Guillaume Abadie
045cdbbaa6 Implements experimental r.TemporalAA.RejectSeparateTranslucency
#rb none

[CL 16143955 by Guillaume Abadie in ue5-main branch]
2021-04-28 10:59:10 -04:00