* 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]
* Reflections are forced to mirror, with no denoising to reduce overhead when no water is onscreen. Downsampling is also not allowed, as the denoiser is disabled.
* Reuse tile classification from Single Layer Water for reflections
* HZB screen traces output a LastVisibleHitUVz, which must be rewinded to if the caller discards the hit for some reason (vignette, or history depth test). This fixes leaking where the next tracing method starts inside the geometry.
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 19325710 via CL 19325716
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19348260 by daniel wright in ue5-main branch]
This avoids to define STRATA_ENABLED as 'env. define' for all global shaders needing a Strata specific path.
#rb none
#jira none
#fyi sebastien.hillaire
#preflight 62151b25797dbbeb472ae2eb
[CL 19074999 by Charles deRousiers in ue5-main branch]
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]
* ReflectionEnvironmentAndSky is now run on Reflection Captures to apply Movable skylight
* Movable meshes and lights are now rendered into Reflection Captures when r.AllowStaticLighting=0
#preflight 61f313bc75432e9e8e64840f
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18767566 in //UE5/Release-5.0/... via CL 18767582 via CL 18767664
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18767678 by daniel wright in ue5-main branch]
#rb stu.McKenna
[FYI] Matthias.Worch
[FYI] Jeff.Farris
#preflight skip due to blocking status
#ROBOMERGE-AUTHOR: andrew.firth
#ROBOMERGE-SOURCE: CL 17486518 via CL 17929421 via CL 18363017 via CL 18363069
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18363097 by andrew firth 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]
Post processing was trying to handle screen space reflection post processing passes even though the actual passes were skipped
#rb Patrick.Kelly
[CL 16406009 by chris kulla in ue5-main branch]
Next will be to have buffers also be RDG transient buffers (and that should fix the last transition issue).
Tested strata enabled and disabled with rhivalidation.
#rb none
#fyi charles.derousiers
[CL 15858691 by Sebastien Hillaire in ue5-main branch]