This CL makes ScreenProbe Diffuse/Reflection 'work' with Strata by relying on Strata's TopLayerData in most places. Only the final integration considers the full set of lobes.
This CL does 'not' address LumenCard material evaluation, nor HW raytracing support. Both has be done in a separate CL.
* Add (weak/simple) material in the realm of Lumen.
* Add support for Strata final DiffuseIndirectComposite
* Add simple place holder for Strata sampling based on TopLayerData
There are several follows:
* Sample generation (importance sampling, multi-lobes selection, ...) (done in a separate CL)
* Card material evaluations (done in a separate CL)
* HW Raytracing support
Test - Regression (visual and performance) has been done on CitySample
* Performance has been measured on console and are unchanged.
* Occupancy on console remain unchanged for ScreenProbeGather/Reflection/Composition
#rb daniel.wright, sebastien.hillaire
#jira none
#preflight 62279c57695c94f981ae2c24
[CL 19306632 by Charles deRousiers in ue5-main branch]
There remain significant visual artifacts in the Virtual Production City map. Lumen has serious issues with multiple views in both single and multi-GPU modes -- I think Lumen data needs to be split per view family to solve this. There is some corrupt geometry in the second view, which may be Nanite or instance rendering related (or something else entirely). To narrow down these issues, I think I'm going to need to extend the DumpGPU feature to be able to do more effective MGPU graphical debugging, since none of PIX, RenderDoc, or NSight work. But at least it doesn't crash now...
Full list of changes:
* CVAR (DC.MultiGPUMode) to override multi-GPU mode for Display Cluster, debug feature copied over from 4.27.
* Barrier and synchronization fixes for RHITransferTextures copied over 4.27. Future work will make RDG handle multi-GPU transitions more seamlessly...
* CVAR (DC.ForceCrossGPUCopy) to force expensive full synchronization and copy of resources cross GPU at the end of each view family render (for debugging). RHITransferTextures upgraded to support copying things besides 2D textures, including other texture resources and buffers.
* AFR temporal fixes from a previous CL (which I moved from my single GPU to multi GPU PC), now improved to avoid some validation asserts in Debug builds (pass inputs not declared, GetParent()->GetRHI() not working because parent not declared to pass).
* Ray tracing (hang): acceleration buffers are branched per GPU, as GPU virtual addresses for resources internally referenced by these buffers may vary per GPU. Needed to add infrastructure to support buffers that duplicate memory per GPU, rather than using driver aliasing of the underlying resource.
* Ray tracing (hang): some buffer bindings weren't using a proper GPU index.
* Nanite (hang): Force initial clear of Nanite.MainAndPostNodesAndClusterBatchesBuffer to run on all GPUs. Solves GPU hang in shadow rendering the first frame (due to shadow rendering running across all GPUs), and later random hangs in view rendering.
* Distance field streaming (assert): GPU readback staging buffers need to be branched per GPU, as the underlying class is single device. GPU readback buffers and textures properly take into account the GPU they were last written on when locking and unlocking. Includes handling an edge case where a write can be queued when a lock is active, due to the deferred way commands are played back in the render graph.
* Distance field streaming (assert): UAV clear wasn't taking into account GPU index.
* GPU scene update needs to run across all GPUs.
* Fix for "DumpGPU" command to avoid assert with MGPU -- arbitrarily pick a GPU (last index) when the GPU mask contains multiple bits. Hope to improve this in the future, but it works.
#rnx
#rb mihnea.balta juan.canada tiago.costa kenzo.terelst
#jira none
#preflight 61ba7edbdc58e54b3318fdf5
#ROBOMERGE-AUTHOR: jason.hoerner
#ROBOMERGE-SOURCE: CL 18472819 in //UE5/Release-5.0/... via CL 18473380
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18473412 by jason hoerner 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]
Add static_assert to prevent the creation of new ones moving forward.
Used SHADER_PARAMETER_SCALAR_ARRAY/GET_SCALAR_ARRAY_ELEMENT for single parameters, or packed them with surrounding parameters when possible.
#rb Guillaume.Abadie,Daniel.Wright,Charles.deRousiers
#preflight 61577bf15631d900011d59a1
#ROBOMERGE-AUTHOR: jeannoe.morissette
#ROBOMERGE-SOURCE: CL 17707027 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v879-17706426)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 17707037 by jeannoe morissette in ue5-release-engine-test branch]
No more need for writing out the "signal" texture info, so reduce that to single F32 for shadow factor
No need to return HitDistance as far up the stack in the shaders
Remove VSM defines and permutations from screen space denoiser
#rb guillaume.abadie
#lock nick.whiting
#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 16117127 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)
#ROBOMERGE-CONFLICT from-shelf
[CL 16117874 by andrew lauritzen in ue5-main branch]
The last remaining usage was inside denoising code. This code assumes the sampling pattern is similar to what was used during rendering which was no longer true since we switched to RandomSequence there a while ago.
#rb Patrick.Kelly, Guillaume.Abadie
#preflight 6078602906b89e0001968b19
[CL 16023123 by chris kulla in ue5-main branch]
- Adaptive ray counts for SMRT now work even with pass per light
- Removes a few divergences between the logic in the two paths
Remove debug projection stuff for now; will reimplement with a separate UAV write later
Remove temporal filtering for denoiser (it was broken and would need to be implemented slightly differently with the new path anyways)
Split cvar to allow separate denoiser toggle for directional (default on) and local (default off) lights
Enable SMRT for local lights and VSM caching by default
#rb brian.karis
#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15707229 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
#ROBOMERGE-CONFLICT from-shelf
[CL 15708180 by andrew lauritzen in ue5-main branch]
- Disabled by defaul to start. Enable with r.Shadow.v.SMRT.RayCountDirectional 1
- Denoiser will now use temporal reprojection when SMRT is enabled (disable with r.Shadow.v.Denoiser.Temporal 0)
- Variety of fixes and refactors to existing VSM and projection code
- Still a few edge cases that will be improved in future around screen space trace and similar, but working fairly robustly for reasonable light source size settings
#rb ola.olsson
#fyi brian.karis
[CL 14942586 by andrew lauritzen in ue5-main branch]