- Refactord 'Finalized Access' feature into a more flexible 'External' vs. 'Internal' access mode per resource toggle.
- Resources can transition between modes multiple times within the graph.
- Supports async compute pipeline.
- Supports queueing of requests to avoid back-to-back helper passes.
- This feature is needed to support conversion of GPU scene buffers.
- Deprecated the ReadOnly and ForceTracking resource flags and added a 'SkipTracking' flag instead.
- Previous semantics were confusing and error prone.
- New model requires a manual flag to tell RDG never to transition a resource.
- This flag is used for read-only dummy resources as an optimization.
- Renamed some of the auxiliary 'FinalizedResource' utilities since the name no longer matches the semantics.
#preflight 6266cc6d0634d0904ce4ba46
[CL 19904734 by zach bethel in ue5-main branch]
This should be useful if we want to vary the feedback trade offs for different modes.
Did some comparisons of shader ISA and ALU cost is unchanged.
#jira none
#ushell-cherrypick of 17483512 by Jeremy.Moore
[CL 17491509 by Jeremy Moore in ue5-main branch]
New interface will be used by VHM feedback.
Old interface can be deprecated whenever main pass feedback buffer is converted to RDG.
#jira none
#fyi zach.bethel
#rb none
#rnx
[CL 14957204 by Jeremy Moore in ue5-main branch]
#ROBOMERGE-SOURCE: CL 12911582 via CL 12911588 via CL 12911591
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12911592 by robomerge in Main branch]