zach bethel
a00b40ad3b
Deprecated GetRenderTargetItem() from IPooledRenderTarget.
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#preflight 624ddb30090236773a1a83e0
#rb luke.thatcher
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 19655641 via CL 19655653 via CL 19655661
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)
[CL 19657582 by zach bethel in ue5-main branch]
2022-04-06 18:24:24 -04:00
Sebastien Hillaire
23402e7bed
Fixed half resolution depth downsample shader code.
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This was fixed for the checkerboarded minmax half resolution depth so now the uv setup is just common and correct.
#rb none
#preflight 623857ec0820efd09486dea3
[CL 19450349 by Sebastien Hillaire in ue5-main branch]
2022-03-21 06:53:00 -04:00
andrew davidson
cac76b118e
Fix FVector2D variant casts - Renderer
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Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8700e41414fb013dd4002
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801433 in //UE5/Release-5.0/... via CL 18802090 via CL 18821511
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821594 by andrew davidson in ue5-main branch]
2022-02-02 01:43:41 -05:00
guillaume abadie
82d704ea77
Fixes saparate translucency screen percentage
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#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
guillaume abadie
a24f900f7f
Fixes r.TSR.HistoryScreenPercentage's history convergance rate and use r.TSR.HistoryScreenPercentage on cinematic scalability.
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#rb none
#preflight 61d2de84df783d9d8681533f
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18500481 in //UE5/Release-5.0/... via CL 18500484
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18500486 by guillaume abadie in ue5-release-engine-test branch]
2022-01-03 06:45:53 -05:00
Marc Audy
0c3be2b6ad
Merge Release-Engine-Staging to Test @ CL# 18240298
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[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
andrew davidson
57beb335f2
Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
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#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
christopher waters
6c4b4a91a4
Adding a required StencilRef argument to SetGraphicsPipelineState.
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#jira none
#rb zach.bethel, mihnea.balta, florin.pascu
#preflight 61312f4a79ce170001d4a79e
#ROBOMERGE-SOURCE: CL 17422777 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
#ROBOMERGE[bot1]: emt
[CL 17422941 by christopher waters in ue5-release-engine-test branch]
2021-09-03 12:04:52 -04:00
sebastien hillaire
0360013ac2
Fixed crash when using GetMiniFontTexture.
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#rb charles.derousiers
[FYI] chris.kulla
#ROBOMERGE-SOURCE: CL 16661501 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v834-16658389)
[CL 16661510 by sebastien hillaire in ue5-release-engine-test branch]
2021-06-14 14:22:16 -04:00
charles derousiers
76466fc4e4
Add proper ASCII texture to print standard character set from shader.
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#rb none
#ROBOMERGE-SOURCE: CL 16566309
#ROBOMERGE-BOT: (v828-16531559)
[CL 16566349 by charles derousiers in ue5-main branch]
2021-06-06 16:05:31 -04:00
danny couture
9332b64809
Prepare for the deprecation of direct access to the Resource member of UTexture in favor of the GetResource() accessor.
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#rb Francis.Hurteau
#preflight 609e5182ef86d30001ad0a18
#rnx
[CL 16328103 by danny couture in ue5-main branch]
2021-05-14 07:17:32 -04:00
Guillaume Abadie
07bc47754f
Implements FScreenTransform with operator overload to construct custom viewport transformations easily
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#rb zach.bethel
[CL 16114603 by Guillaume Abadie in ue5-main branch]
2021-04-26 11:28:05 -04:00
zach bethel
102420ff59
Expanded RDG builder outside of scene renderer.
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#rb christopher.waters
#jira none
[CL 14914671 by zach bethel in ue5-main branch]
2020-12-14 13:56:15 -04:00
Marcus Wassmer
3b81cf8201
Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
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autoresolved files
#rb none
[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Josh Adams
aa9705149b
Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
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#rb none
[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
ryan durand
0f0464a30e
Updating copyright for Engine Runtime.
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#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
zach bethel
e1f231e46a
Fix for VR previous crash.
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#rb none
#jira UE-84613
#ROBOMERGE-SOURCE: CL 10287880 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v593-10286020)
[CL 10287888 by zach bethel in Main branch]
2019-11-18 12:56:06 -05:00
Rolando Caloca
f83ae4807a
Copying //UE4/Dev-Rendering@9317594 to Dev-RenderPlat-Staging
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#rb none
#rnx
[CL 9317904 by Rolando Caloca in Dev-RenderPlat-Staging branch]
2019-10-01 13:03:04 -04:00
Marcus Wassmer
ded7cece25
Copying //UE4/Dev-Rendering@8444433 to Dev-RenderPlat-Staging (//UE4/Dev-RenderPlat-Staging)
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#rb none
[CL 8445676 by Marcus Wassmer in Dev-RenderPlat-Staging branch]
2019-09-03 19:19:28 -04:00
zach bethel
d85f6605f2
Added helper function to FScreenPassView to compute the correct load action when a pass is writing to every pixel. Helps determine whether to clear if using an HMD mask.
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#jira none
#rb none
[CL 8041019 by zach bethel in Dev-Rendering branch]
2019-08-14 14:01:23 -04:00
Guillaume Abadie
61d78d391f
Removes the store action on the render target binding that is just redondant.
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#rb zach.bethel
[CL 7562289 by Guillaume Abadie in Dev-Rendering branch]
2019-07-23 14:26:29 -04:00
zach bethel
f50bc28c62
Post Process Materials ported to RDG.
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#rb Zabir.Hoque
#jira none
[CL 7073468 by zach bethel in Dev-Rendering branch]
2019-06-18 16:58:24 -04:00
Rolando Caloca
aa0d2303d6
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main) @ 6944469
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#rb none
#rnx
[CL 6944849 by Rolando Caloca in Main branch]
2019-06-11 18:27:07 -04:00
zach bethel
8c9d26e8ab
Fixing artifact with TAAU and motion blur in editor.
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#rb none
#jira none
[CL 6807610 by zach bethel in Dev-Rendering branch]
2019-06-03 13:16:39 -04:00
zach bethel
f2155c9f82
Cleanup / Refactor of ScreenPass implementation, and bug fixes.
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- Fixed regression with checkerboard rendering and odd render target sizes. The passes were not guaranteed to produce
a UV coordinate centered on an input pixel for each output pixel.
- Fixed regression when visualizing SSS at native screen resolution (i.e. no secondary spatial upsampling). The issue was that
the rendering composition graph injects the backbuffer as the last texture in the post processing pipeline. If visualize SSS was
the last pass, it would overwrite the backbuffer texture, causing visual artifacts.
- Minor performance improvement for multi-view SSS. All views in a split-screen scenario now render into the same output target (instead
of ping ponging between multiple targets) and only views not utilizing SSS get copied from the source target. The is reduces the worst case
of viewport copied from O(N^2) to O(N); if all viewports use SSS (common in VR), then no copies are performed.
- Removed FScreenPassTexture in favor of more selective pairing of FRDGTextureRef and FScreenPassTextureViewport. This reduces
some boilerplate and extraneous memory copying. Motion blur passes now compute their viewport shader parameters once.
#jira UE-72787
#rb Guillaume.Abadie
[CL 6059686 by zach bethel in Dev-Rendering branch]
2019-04-23 13:26:51 -04:00