- the 32 bit version could return 0 when inputs caused an overflow which caused a bad result due to the usage of FMath::Min afterwards.
#jira UE-185981
#rb Ola.Olsson
#preflight 646f6feac34463d6e84723b2
[CL 25621463 by tiago costa in ue5-main branch]
- Move primitive data stride to SceneDefinitions header so we don't have to change it in 3 places in code.
- Move FPrimitiveSceneShaderData to its own header to (eventually) eliminate dependencies that adversely affect compile time.
- Deprecate scatter upload buffer support for texture targets and prepare to clean up hacks that were previously done for the sake of GPU Scene that are no longer needed.
#rb ola.olsson
#preflight 644fe4750e33f2d51d787e71
[CL 25285293 by jamie hayes in ue5-main branch]
- also added a hook to provide a execute-time callback for indirect compute shader passes (similar to what the group count callback facilitates for direct dispatches).
#rb rune.stubbe
#preflight 643fa5fa8d0bcde49c3810ef
[CL 25102066 by Ola Olsson in ue5-main branch]
Converted a few additional RHICreateTexture2D calls to RHICreateTexture.
Adding a few more FRHITextureCreateDesc::CreateXXX variants to quickly specify extents and formats.
Merging FTextureRWBuffer2D and FTextureRWBuffer3D into a single class FTextureRWBuffer and deprecated the old ones.
#jira none
#rb luke.thatcher
#preflight 62448deb927e60e3415508e5
[CL 19560161 by christopher waters in ue5-main branch]
The bound SRV issue could cause artifacts elsewhere in similar situations, but I didn't want to add perf overhead or complexity checking for this case everywhere, and decided to do a spot fix. I didn't notice any other obvious cases where we have persistent buffers written to multiple times in a frame, like is done for the scatter upload buffers. Still, it remains something to be alert for in case there are future rendering bugs.
#jira UE-143952
#rnx
#rb kenzo.terelst christopher.waters
#lockdown mihnea.balta
#preflight 6227ef770d5a90e98ea5f87d
#ROBOMERGE-AUTHOR: jason.hoerner
#ROBOMERGE-SOURCE: CL 19322316 in //UE5/Release-5.0/... via CL 19324110
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)
[CL 19348075 by jason hoerner in ue5-main branch]
#rb ola.olsson, kenzo.terelst, chris.bunner, ben.woodhouse
#preflight 619d019e47752856c967e8e9
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 18272226 via CL 18272299 via CL 18272307 via CL 18272369 via CL 18272376 via CL 18273256 via CL 18277581 via CL 18373265 via CL 18373289
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18373442 by jon nabozny in ue5-release-engine-test branch]
Power of two rounding to mitigate fragmentation now happens in bytes, instead of elements, so we get fewer unique buffer sizes.
#rb ola.olsson
#preflight 613f61e53bbb4800011187f1
#ROBOMERGE-AUTHOR: rune.stubbe
#ROBOMERGE-SOURCE: CL 17493448 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)
[CL 17493511 by rune stubbe in ue5-release-engine-test branch]
- Modified MemsetResource and MemcpyResource to take number of elements instead of number of bytes as input, since FRWBuffer can use different formats.
#rb Yuriy.ODonnell
#jira UE-120168
#preflight 612f98feb6b29c00013fbb13
#ROBOMERGE-SOURCE: CL 17394373 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17394380 by tiago costa in ue5-release-engine-test branch]
- Unified FMemcpyCS and FScatterCopyCS to handle both buffers and textures.
- Simplified FByteBufferShader::FPermutationDomain.
#preflight 610916165938f90001f6af12
#rb Florin.Pascu
#ROBOMERGE-SOURCE: CL 17028922 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v845-17028103)
[CL 17028926 by tiago costa in ue5-release-engine-test branch]