Remove SRGB flag when creating RVT PF_G16 texture.
Fixes issue with texture copy to physical texture for world height RVT.
Issue was triggered by change in RHICopyTexture behavior on some platforms.
#rnx
#preflight 627be8500a5817c9d9518b8a
[CL 20143333 by Jeremy Moore in ue5-main branch]
Will help determine future VT pool size changes.
#rb andrew.firth
#preflight 616f0c8e6e12ff0001305f52
#lockdown Michal.Valient
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17865095 via CL 18004160 via CL 18370046 via CL 18370143
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18370163 by jeremy moore in ue5-release-engine-test branch]
Producers will be randomly distributed between physical pools.
The maximum physical pool tile size is set by r.VT.SplitPhysicalPoolSize.
Setting a size of 64 will force all pools to be divided so that their page tables fit in 16 bits.
This makes it possible to use large physical pools without doubling the cost of page table memory.
#rb none
[FYI] ben.ingram
#preflight 611a616a8ff5540001cf6575
#ROBOMERGE-SOURCE: CL 17175504 via CL 17175510
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17175517 by jeremy moore in ue5-release-engine-test branch]
This gives us better control on pool scaling.
Also adjusted the thresholds for vt residency mip map bias.
#preflight 6112ac8acf0cdd0001c2f4ef
#ROBOMERGE-SOURCE: CL 17120014 via CL 17120019
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)
[CL 17120032 by jeremy moore in ue5-release-engine-test branch]
Don't double report header size to avoid confusion about total cost.
Use MB for disk usage.
Report residency oversubscription even when r.VT.Residency.MaxMipMapBias is 0.
#rb none
#preflight 610bdd9d76f51a0001d18c13
#ROBOMERGE-SOURCE: CL 17067448 via CL 17067674
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)
[CL 17067684 by jeremy moore in ue5-release-engine-test branch]
Add A flag bUseLowQualityCompression to BaseColor_Normal_Roughness, which fakes compression by 16bit format(RGB565)
#rb Dmitriy.Dyomin
#ROBOMERGE-SOURCE: CL 16977982 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16977984 by yangke li in ue5-release-engine-test branch]
#jira UE-109349
Add mip map bias for virtual texture sampling.
Respects the existing r.MiipMapLodBias CVar.
Also add residency tracking for each virtual texture physical pool.
If the pool has been created from a config with the bEnableResidencyMipMapBias flag set then a mip map lod bias is applied to bring the pool back within budget.
The residency mip map lod bias is applied globally (combined with the global mip map lod bias).
In future it could be good to apply the mip map lod bias per physical pool, but this will require tracking all physical pool combinations for each page table.
Physical pool residency tracking can be shown on screen with r.vt.residency.show CVar.
#rb ben.ingram
#ROBOMERGE-SOURCE: CL 16724483 via CL 16724487
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)
[CL 16724488 by jeremy moore in ue5-release-engine-test branch]
When creating a BCn texture with UAV support, create a secondary ID3D12Resource that aliases the same memory and can be used as its UAV. This alias resource has to be considered during transitions to/from the UAV state where we insert an aliasing barrier and possibly another state transition for the 'real' resource.
Created FD3D12ResourceDesc which extends D3D12_RESOURCE_DESC. This type should allow us to pass around future UE-only creation info without modifying all the allocation function signatures. This is only implemented enough to cover Textures right now, can be extended in the future.
#jira UE-114150
#rb kenzo.terelst
#preflight 60b944100249c300015e7cd6
#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 16555034
#ROBOMERGE-BOT: (v828-16531559)
#ROBOMERGE-CONFLICT from-shelf
[CL 16555067 by christopher waters in ue5-main branch]
- Used by the VT system to alias DXT surfaces with integer formats.
#rb Zach.Bethel
#fyi Christopher.Waters
#jira UE-114726
#preflight 60a3aca422cce000018d88ad
[CL 16369514 by Luke Thatcher in ue5-main branch]
Disabled by default, set r.Mobile.VirtualTextures=1 to enable
known issues: RVT compression is not implementted, Android OpenGL will have R and G channels swapped for uncompressed streaming VT, no sRGB support
#jira UE-79955
#rb jeremy.moore
#ROBOMERGE-SOURCE: CL 11070636 via CL 11070637
#ROBOMERGE-BOT: (v637-11041722)
[CL 11070638 by dmitriy dyomin in Main branch]
#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]
Enable UAV creation for VT physical texture where supported.
#ROBOMERGE-SOURCE: CL 9804698 via CL 9804747 via CL 9804799
#ROBOMERGE-BOT: (v546-9757112)
[CL 9804825 by jeremy moore in Main branch]
This allows per platform device overrides
#ROBOMERGE-SOURCE: CL 9428247 via CL 9428248 via CL 9444144 via CL 9449040 via CL 9449233
#ROBOMERGE-BOT: (v495-9448618)
[CL 9451398 by jeremy moore in Main branch]
#jira
#ROBOMERGE-SOURCE: CL 9389857 via CL 9389859 via CL 9389861 via CL 9389862 via CL 9389863
#ROBOMERGE-BOT: (v456-9359915)
[CL 9392182 by jeremy moore in Main branch]
This will allow compressing direct to physical texture on platforms that support it
Some small RHI changes will have to be approved before turning on though
#ROBOMERGE-SOURCE: CL 9291051 via CL 9291054 via CL 9291057 via CL 9291060
#ROBOMERGE-BOT: (v452-9288972)
[CL 9291062 by jeremy moore in Main branch]
Use floor instead of ceil so that budget is our upper memory limit
#ROBOMERGE-SOURCE: CL 8970428 via CL 8970429 via CL 8970430
#ROBOMERGE-BOT: (v436-8951088)
[CL 8970431 by jeremy moore in Main branch]