* 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]
* For thumbnail renderers, the prototype of RenderViewFamily (which is called by all the types of thumbnail renderers) has been changed to take a non-const FSceneView* parameter (so that SetupView can be called on it) and the various GetView functions have been renamed CreateView since it more accurately depicts what the functions do (plus they return the non-const view they've created)
* UGameViewportClient::Draw was calling SetupViewFamily but not SetupView
* Made sure FSceneRenderer::ViewExtensionPreRender_RenderThread is called right before RenderThreadBegin for all code paths
* Made sure view extensions are gathered for all code paths rendering a view family
Note: BeginRenderViewFamily (i.e. game-thread), PostRenderView_RenderThread and PostRenderViewFamily_RenderThread are still not called on the non-standard code paths
#jira UE-140273, UE-140489, UE-139067, UE-140425
#rb sebastien.lussier, rob.srinivasiah
#tests EngineTests (screenshots), editor
#preflight 61fd216ae17efe76d1b49a2d
#lockdown mihnea.balta
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18884880 in //UE5/Release-5.0/... via CL 18884941 via CL 18885221
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18885607 by jonathan bard in ue5-main branch]
This changes allow to bind a larger amount of rect. light texture, and allows future support for rect light in forward & cluster passes.
#jira none
#rb sebastien.hillaire
#preflight 61fcebd0b5092d45ad110db4
[CL 18861192 by Charles deRousiers in ue5-main branch]
- Deprecated legacy members from FPooledRenderTargetDesc.
- Deprecated ETextureRenderTarget and removed from RDG.
- TargetableTexture always equals ShaderResourceTexture.
- Simplified render target pool FindFreeElement.
- Create pooled buffers and textures with a known state.
#rb graham.wihlidal
#preflight 61f8488568795b2f45852274
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18796880 in //UE5/Release-5.0/... via CL 18797840 via CL 18799070
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18799188 by zach bethel 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]
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035
[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
This function gets initialized when there are scene capture components, but it could be called when there aren't any when rendering and CaptureNeedsSceneColor is true, which happens when the CaptureSource is SCS_SceneColorHDR.
#jira UE-126082
#rb rod.bogart
#preflight 613a80d180b8e7000177b895
#ROBOMERGE-AUTHOR: alejandro.arango
#ROBOMERGE-SOURCE: CL 17477802 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17477821 by alejandro arango in ue5-release-engine-test branch]
#ushell-cherrypick of 16988229 by zach.bethel
#rb Zach.Bethel, Brian.White
#jira UE-119712
#swarm https://p4-swarm.epicgames.net/reviews/16988240/v1/
#pf 6101d11dff10730001d2ede8
#ROBOMERGE-SOURCE: CL 16990256 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16990258 by brian white in ue5-release-engine-test branch]
- Added ERDGBuilderFlags::AllowParallelExecute to tag specific builders to attempt parallel execution. This avoids cases where small graphs fork tasks and end up causing contention. Only the main scene render graphs are tagged.
- Moved RHI transition creation to an async task.
- Moved parallel execute setup and dispatch to an async task.
- Fixed RDG draining asserts using a short-term workaround by tagging relevant scene textures as non-transient.
- Deprecated RDG AddPass utilities without names and fixed up last remnants.
- Enabled parallel RDG execution by default.
[FYI] christopher.waters
#ROBOMERGE-SOURCE: CL 16925941 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16925957 by zach bethel 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]