Forcing a tag here is incorrect, as it will override the tag that's supposed to be set by the owner of the resource. For example, this attributed StaticMesh memory to the generic SceneRender tag.
#rb massimo.tristano
#preflight skip
#jira none
#rnx
[CL 25231351 by mihnea balta in ue5-main branch]
Also rename AssetName to OwnerName to better describe what is stored.
#jira UE-167815
#rb Kenzo.Terelst
#preflight 641484d0691c5ebc159b2a5b
[CL 24714010 by Josie Yang in ue5-main branch]
Part3 - Integrate CL23347911 as edigrate
Add owner column to Render Resource Viewer, add owner path name tracking to skeletal & static mesh buffers
with conflict resolve modifications in RawIndexBuffer.cpp/h, RenderResource.cpp/h, RHIResources.h
#preflight 63dab3e2cf5296811729fecd
[CL 23966872 by josie yang in ue5-main branch]
[FYI] christopher.waters
Original CL Desc
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Removing a lot of includes from RenderResource.h
#preflight 63924b059549ddaa2851034f
[CL 23460251 by bob tellez in ue5-main branch]
* Add FRayTracingGeometry::EGeometryStateFlags for tracking the state instead of several bools:
- Add new state for tracking if the geometry was streamed in - its primary use is for dynamic ray tracing.
- When ray tracing is toggled on at runtime we only recreate geometries that were marked as streamed in.
* Streamed geometries have to be created in a different way than regular geometries:
- Creating geometry with StreamingDestination type will not allocate any memory for BLAS buffers.
- Those can only be initialized by InitRHIForStreaming from temporary geometry with a StreamingSource type
- Added FRayTracingGeometry::InitRHIForDynamicRayTracing() to handle both StreamingDestination and Rendering
- For StreamingDestination it will do similar steps as normal mesh streaming does.
* Add missing RayTracingGeometry initialization when dynamic ray tracing was enabled but ray tracing was disabled.
#rb tiago.costa, yuriy.odonnell
#preflight 6372245ebf76990b71f5d021
[CL 23116977 by aleksander netzel in ue5-main branch]
* Split IsRayTracingEnabled() into 2 parts: IsRayTracingEnabled() which can be changed at runtime and IsRayTracingAllowed() for checking if ray tracing can be enabled.
* r.Raytracing can now have following values: 0 - disabled, 1 - enabled all the time, 2 - enabled dynamic
* When ray tracing is dynamic, RayTracingGeometryManager will collect all FRayTracingGeometry and allocate/release RHI objects as needed depending on if ray tracing is enabled or not.
* Ray tracing can be switched on/off with r.Raytracing.Enable (default is 1).
* Add support to most features used in CitySample/Lyra for switching ray tracing at runtime.
* TODO: Hair geometries are not yet released.
#rb yuriy.odonnell
#preflight 634feac68176062ea7da933f
[CL 22622885 by aleksander netzel in ue5-main branch]