This saves about ~40% of the cloth simulation cost.
#rb jeff.newquist
#ROBOMERGE-OWNER: evgenii.babinets
#ROBOMERGE-AUTHOR: evgenii.babinets
#ROBOMERGE-SOURCE: CL 20294167 via CL 20294181 via CL 20295375 via CL 20295420
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v948-20297126)
[CL 20305169 by evgenii babinets in ue5-main branch]
Added UI for changing minimum residency
Decoupled imposter data allocation from root page allocation
Removed convoluted logic around a page's dependencies including itself for legacy reasons
Made streaming of imposter data optional (r.Nanite.Streaming.Imposters)
#rb andrew.lauritzen, ola.olsson
#preflight 6163f8f8eaa06c0001e409ee
#lockdown michal.valient
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: rune.stubbe
#ROBOMERGE-SOURCE: CL 17770690 via CL 17986013 via CL 18368123 via CL 18368152
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18368223 by jon nabozny in ue5-release-engine-test branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
* Moved Nanite resource ID and hierarchy offset back to primitive data (indirection cost is largely noise these days, and memory savings is more important - GetInstanceData() fetches this data and stores in the pre-existing registers so all the callsites don't have to worry about it).
* Removed FNaniteInfo from FPrimitiveInfo (and the type itself) in favor of just having a 32bit per-instance hierarchy root offset. Hierarchy offset and runtime resource ID just sourced from primitive.
* Removed PrimitiveID from CPU instance data (GPU still needs it). This value was redundantly stored per-instance, and now the GPU Scene upload just blits it over from primitive when the instance data is uploaded.
* Added new virtual GetNaniteResourceInfo on FPrimitiveSceneProxy that retrieves the Nanite resource ID and hierarchy offset stored on a given primitive (needed now that FPrimitiveInstance doesn't cache a copy). The non-virtual FPrimitiveSceneProxy::IsNaniteMesh() helper is used to avoid this virtual function call for non-Nanite proxies.
* Removed deprecated and no longer referenced Nanite::FResources array on FNaniteGeometryCollectionSceneProxy
* Removed expensive per-instance checks() in a few spots
* Stubbed out upcoming per instance payload allocator offset
* Removed deprecated and never referenced non-GPUScene GetInstanceData uniform buffer path
* Significantly cleaned up and optimized a lot of ISM instance data retrieval, including avoiding unnecessary FRenderTransform <-> FMatrix conversions.
* Removed GetInstanceShaderValues API, it was inefficient and annoying to require retrieval of all parameters when often only one or two of them were ever used. In some cases even the origin was unused but .w was needed because of the per-instance random packing.
* Implemented explicit GetInstanceRandomID() accessor to fetch (under current packing) Origin.W without exposing this to the callsites
* Implemented public API for GetInstanceLightMapData(), since the internal version was only accessible by GetInstanceShaderValues()
* Renamed GetInstanceShaderCustomDataValues() -> GetInstanceCustomDataValues() for API consistency
#rb jason.nadro, krzysztof.narkowicz
[FYI] rune.stubbe, brian.karis
#ROBOMERGE-OWNER: graham.wihlidal
#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 16583156
#ROBOMERGE-BOT: (v828-16531559)
#ROBOMERGE-CONFLICT from-shelf
[CL 16583193 by graham wihlidal in ue5-main branch]
-- Support for Nanite to GeometryCollection conversion
-- Support for multiple UV sets
#jira UE-114992
#rb jimmy.andrews
[FYI] brice.criswell
#ROBOMERGE-OWNER: peter.knepley
#ROBOMERGE-AUTHOR: brett.miller
#ROBOMERGE-SOURCE: CL 16363667 in //UE5/Private-Frosty/... via CL 16370251
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16370359 by peter knepley in ue5-release-engine-test branch]
-- Support for Nanite to GeometryCollection conversion
-- Support for multiple UV sets
#jira UE-114992
#rb jimmy.andrews
[FYI] brice.criswell
#ROBOMERGE-OWNER: peter.knepley
#ROBOMERGE-AUTHOR: brett.miller
#ROBOMERGE-SOURCE: CL 16363667 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v804-16311228)
#ROBOMERGE-CONFLICT from-shelf
[CL 16370251 by peter knepley in ue5-main branch]
- change matrix types for dynamic data to be explicitly using float
- wrapped update of vertex buffer to ensure type check
- When LWC mode is on, convert double based matrices to they float equivalent ( sub-optimal, but necessary for now until we have a better way )
#jira UE-115570
[FYI] brice.criswell, brett.miller
#ROBOMERGE-SOURCE: CL 16333456 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v804-16311228)
[CL 16333461 by cedric caillaud in ue5-release-engine-test branch]
- change matrix types for dynamic data to be explicitly using float
- wrapped update of vertex buffer to ensure type check
- When LWC mode is on, convert double based matrices to they float equivalent ( sub-optimal, but necessary for now until we have a better way )
#jira UE-115570
#fyi brice.criswell, brett.miller
[CL 16333456 by cedric caillaud in ue5-main branch]
-- Added state machine logic and scene proxy callbacks for triggering when motion begins and ends.
#jira UETOP-1546
#rb graham.wihlidal
#lockdown nick.whiting
#ROBOMERGE-SOURCE: CL 16178376 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v792-16166999)
[CL 16178381 by brett miller in ue5-main branch]