Commit Graph

14 Commits

Author SHA1 Message Date
graham wihlidal
579f03fbaa Prefixed Nanite and VSM resources so that RDG filtering works nicely.
#rb trivial
[FYI] brian.karis, zach.bethel

#ROBOMERGE-OWNER: graham.wihlidal
#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 15449112 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)
#ROBOMERGE-CONFLICT from-shelf

[CL 15454700 by graham wihlidal in ue5-main branch]
2021-02-18 13:40:42 -04:00
ola olsson
f7822cb8c5 Enable caching for Non-Nanite VSM
- added a path to propagate and cache whether material modifies position (WPO) to enable invalidating cached pages (touches whole mesh command pipeline).
- added pixel shader verision of page copying & clearing.
- also added flag for whether cached the mesh draw command supports primitive id (which enables checing this earlier).

#rb andrew.lauritzen,brian.karis,graham.wihlidal,Krzysztof.Narkowicz

#ROBOMERGE-SOURCE: CL 15436539 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15441336 by ola olsson in ue5-main branch]
2021-02-17 15:32:52 -04:00
Ola Olsson
fd6e6fe42c Fix pathological perf when processing a few large instance ranges to invalidate VSM cache.
#rb rune.stubbe
#rnx

[CL 15155617 by Ola Olsson in ue5-main branch]
2021-01-21 13:38:01 -04:00
Ola Olsson
3b528bb5d5 Move Virtual SM common parameters to a uniform buffer to resolve shader name class issues.
#rb andrew.lauritzen

[CL 15135494 by Ola Olsson in ue5-main branch]
2021-01-19 10:17:05 -04:00
andrew lauritzen
fb0b1d790b Initial shadow map ray tracing support for directional lights
- 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]
2020-12-16 17:57:13 -04:00
Krzysztof Narkowicz
f484d3a594 Lumen - implemented virtual shadow map support for shadowing Lumen's surface cache.
#jira none
#rb Andrew.Lauritzen

[CL 14915815 by Krzysztof Narkowicz in ue5-main branch]
2020-12-14 14:39:11 -04:00
Ola Olsson
69d2af54aa Refactored GPU-Scene to store per-view dynamic primitives (for all views) in the one and primitive data buffer, after the regular primitives.
- Added step after dynamic primitives are gathered to allocate a range in GPU scene for the dynamic primitives.
- Moved more GPU-Scene functionality to member functions to clean up references to internal data
- Removed the PrimitiveShaderDataBuffer/Texture from FSceneViewState
- Removed OneFramePrimitiveShaderDataBuffer/Texture from FViewInfo
- Encapsulated the collection of dynamic primitive data for upload to avoid uploading twice and prepare for parallel upload.

#rb Krzysztof.Narkowicz,graham.wihlidal

[CL 14785776 by Ola Olsson in ue5-main branch]
2020-11-19 05:23:44 -04:00
Ola Olsson
a9b6b0e0a8 Refactor virtual shadow maps to remove needless extract and register external of RDG resources.
- Changed (most) intermediate buffers & textures in FVirtualShadowMapArray to RDG buffers/textures
- Removed GenerateIdentityPageTables as it was no longer working.
- Renamed GeneratePageFlagsFromLightGrid -> BuildPageAllocations to better reflect current function.

#rnx
#rb Andrew.Lauritzen

[CL 14693244 by Ola Olsson in ue5-main branch]
2020-11-09 15:47:39 -04:00
zach bethel
f3fb7ddab6 Moved RDG builder to top of Deferred Shading Render function. Ported hit proxy rendering to RDG.
#rb christopher.waters
#jira none

[CL 14589785 by zach bethel in ue5-main branch]
2020-10-27 13:40:36 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Ola Olsson
f044aa8b42 Implemented invalidation of Virtual Shadow Maps for all GPU-Scene updates (Add/Remove/Movement)
- Added LastUpdateSceneFrameNumber to Instance data
- Added GetGPUSceneFrameNumber() to access View.FrameNumber or GPU-Scene specific GPUSceneFrameNumber
- Moved GPUScene class to GPUScene.h
- Moved logic to add/remove instance data to GPU scene to class memebers.
- Added functions in FVirtualShadowMapArrayCacheManagerto invalidate footprints of removed or moved instances before GPU scene update.
- Render to virtual shadow map now invalidates as dynamic the footprint of any cluster that had LastUpdateSceneFrameNumber == GetGPUSceneFrameNumber()

#rb rune.stubbe,andrew.lauritzen
#fyi zach.bethel

[CL 14179043 by Ola Olsson in ue5-main branch]
2020-08-25 10:06:54 -04:00
andrew lauritzen
f56c73960d Various nanite and virtual shadow refactoring:
- Remove virtual shadow cascades path and enable clipmaps instead
- Restore full resolution dense shadow maps even when virtual shadow maps are enabled. Combine dense and virtual shadow maps in the screen space shadow mask during projection.
- Remove "copy to fallback" path for virtual shadows; to be replaced by a separate explicit fallback map or similar. This will break Reverb indirect occlusion with Nanite geometry when virtual shadow maps are on for now. For functional testing, disabling virtual shadow maps will still work.
- Fix a bug with point light shadow projection matrices
- Change VirtualShadowMapId's to "int" since we set them to INDEX_NONE (-1) in a bunch of places

[CL 14156014 by andrew lauritzen in ue5-main branch]
2020-08-20 14:06:29 -04:00
Michal Valient
eb45e7c33a - non unity build fix
- copyright warning fixes
#rb none

[CL 13836227 by Michal Valient in ue5-main branch]
2020-07-07 14:29:30 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00