* Increased limit for GPU profiler events on D3D12. A typical frame with 4 view families would easily exhaust the old limit of 1K events resulting in many events not showing up in the profile -- limit increased to 8K, and confirmed negligible difference in memory. Fixed bug where we were only using half the queries allocated as well (unnecessary multiplication by 2 when calling RHICreateRenderQueryPool).
* Added optional "ProfileDescription" to FSceneViewFamily, which is appended to the Unreal Insights profile event names for both CPU and GPU, so you can differentiate view families.
* Infrastructure added to CPU profiler to allow a verbose name to be added to a Stat timing block.
* Infrastructure added to GPU profiler to allow verbose names to be added to timing blocks in general, both Event and Stat timing blocks.
* Added stats display for Display Cluster listing the CPU and GPU cost, and GPU assignment per view family by name, with the goal of allowing clients to tune features enabled per view family to adjust performance, without needing to gather performance information from Unreal Insights.
* FSceneRenderer::DoCrossGPUTransfers uses push transfer without lockstep (logic copied from 4.27), which significantly improves perf.
#rb zach.bethel marc.audy mihnea.balta
#jira none
#rnx
#preflight 61df4d23484d866ec01f17cf
#ROBOMERGE-AUTHOR: jason.hoerner
#ROBOMERGE-SOURCE: CL 18591295 in //UE5/Release-5.0/... via CL 18591308 via CL 18591324
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)
[CL 18591346 by jason hoerner in ue5-main branch]
Start or stop trace GPU channel could lead to mismatched scope begin/end.
[FYI] zach.bethel
#preflight 61bc0e61b12f441ed9e0e118
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18483144 in //UE5/Release-5.0/... via CL 18483148
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18483149 by jeremy moore in ue5-release-engine-test branch]
- Refactored RDG to support free-threaded execution of passes.
- Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.
#rb christopher.waters
#ROBOMERGE-SOURCE: CL 16838717 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16838724 by zach bethel in ue5-release-engine-test branch]
Using manual breadcrumbs to track mesh draw command sources.
Fixing issues caused by recursive Command List execution where the newer Command Lists would end up hiding the higher command lists in the breadcrumb dumps.
Cleaned up a few aspects of breadcrumbs, including moving some functionality to the proper classes.
#jira UE-115087
#rb zach.bethel, kenzo.terelst, mihnea.balta
#preflight 60a68bd57d6b06000180ca18
[CL 16407874 by christopher waters in ue5-main branch]
* Added game thread-only version of draw events in order to avoid the mistake of pushing a draw event on the main thread using an immediate command list, and popping it on the main thread later on, while the original command list may have been destroyed already.
* FDrawEvent is now able to be started/stopped on the game thread (no command list provided : a render command using the current immediate command list will be issued on both start and end) or the rendering/RHI threads (same as now : the command list passed in the start function will be the one used in the end function)
* Fixed potential similar issue with Begin/EndDrawCanvasToRenderTarget and DrawMaterialToRenderTarget BP functions
* Fixed potential similar issue with FGPUSkinCache end of frame updates (+ fixed FGPUSkinCache::BeginBatchDispatch being ifdefed-out by #if WANTS_DRAW_MESH_EVENTS)
#rb mihnea.balta, chris.waters, josie.yang
#jira none
#tests editor, PF
#p4v-cherrypick 16311819
#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 16311809 in //Fortnite/Main/... via CL 16311812 via CL 16314912 via CL 16314932
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v804-16311228)
[CL 16314939 by jonathan bard in ue5-main branch]
SanitizeEventTree was not clamping start times to be >= to previous root start times, so
we were hitting asserts in TraverseEventTree() for:
lastStartTime >= GpuProfilerEvents[Root].GetStartResultMicroseconds()
This CL should sanitize all start/end time values
#jira UE-89825
#rb Yujiang.Wang, Arciel.Rekman
[FYI] Brandon.Schaefer
#ROBOMERGE-SOURCE: CL 12142863 in //UE4/Release-4.25/... via CL 12142872
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v659-12123632)
[CL 12142890 by michael sartain in Main branch]
Use DEFINE_GPU_DRAWCALL_STAT macro instead of DEFINE_GPU_STAT to also get drawcall count in CSV for a specific pass.
SCOPED_GPU_STAT will then output CSV time for GPU pass and number of drawcalls of this GPU pass in CSV Drawcall category
#rb jian.ru, rolando.olivares
#ROBOMERGE-OWNER: mickael.gilabert
#ROBOMERGE-AUTHOR: mickael.gilabert
#ROBOMERGE-SOURCE: CL 11966987 via CL 11967000 via CL 11967012 via CL 11967030
#ROBOMERGE-BOT: (v656-11643781)
[CL 11967730 by mickael gilabert 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]
#rb Ben.Woodhouse,Jonas.Meyer,Rolando.Caloca
#ROBOMERGE-SOURCE: CL 8375899 via CL 8380119
#ROBOMERGE-BOT: (v402-8361577)
[CL 8380167 by jian ru in Main branch]
#jira UE-76546
#rb marcus.wassmer
#ROBOMERGE-SOURCE: CL 7277248 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v369-7254125)
[CL 7277251 by michal valient in Main branch]