Commit Graph

422 Commits

Author SHA1 Message Date
benjamin rouveyrol
5da0789a80 HDR support for XR devices that support HDR but are connected to a SDR TV
#preflight 62a757a12c521c9c6da1e1aa
#jira UE-152888
#rb guillaume.abadie robert.srinivasiah arciel.rekman

[CL 20646746 by benjamin rouveyrol in ue5-main branch]
2022-06-14 09:13:45 -04:00
eric renaudhoude
9ee48785d9 SceneViewExtension: Adding SSR input pass support (which is already present in PPM as a blend location).
#jira none
#rb ruslan.idrisov, jason.hoerner, jason.nadro
#preflight 62a2476954169bd8aa01df46

[CL 20593879 by eric renaudhoude in ue5-main branch]
2022-06-10 08:39:09 -04:00
Jeremy Moore
0d87578c23 ShaderPrint: Tidy up usage of IsEnabled etc.
IsEnabled() should just be if the system is turned on.
SetEnabled() is to turn the system on and off.
There is a per view variation of IsEnabled() which determines if it is set to capture output.
There is a new per view variation of IsValid() which determines if we can bind shader print parameters at all.
IsValid() is for use to avoid crashes and IsEnabled() is for use to early out or avoid work.
#preflight 629a64b36879a2ac679de20b

[CL 20491754 by Jeremy Moore in ue5-main branch]
2022-06-03 15:58:15 -04:00
aleksander netzel
a6237048e1 Fix for IsValid() crash when showing RayTracingDebug:
* When RT debug is enabled we disable translucency but some of the postprocessing materials might use that texture so we need to set correct ViewRect as well.

#jira UE-144066
#rb Tiago.Costa
#preflight 6290d21ad24a7fc585f2c9f4

[CL 20429352 by aleksander netzel in ue5-main branch]
2022-05-30 05:19:22 -04:00
Sebastien Hillaire
712c172605 Added light grid culling debug pass.
#rb none
#preflight https://horde.devtools.epicgames.com/job/628c8ef7a24685c36f506f40

[CL 20345378 by Sebastien Hillaire in ue5-main branch]
2022-05-24 04:33:36 -04:00
dmitriy dyomin
feb4bda118 Correctly disable Eye Adaptation pass in a mobile post-processing
#rb wei.liu

#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 20258578 via CL 20258580 via CL 20258584 via CL 20258587
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20262922 by dmitriy dyomin in ue5-main branch]
2022-05-18 12:52:55 -04:00
guillaume abadie
f899007b0c Allows TSR to output half res when motion blur is disabled.
#rb none
#preflight 627e297234434190054ad847

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 20178985 via CL 20178988 via CL 20178995
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20179524 by guillaume abadie in ue5-main branch]
2022-05-13 07:23:22 -04:00
guillaume abadie
7e95316acb Fixes VisualizeLumenScene doing a full-res texture copy of the back buffer when disabled
#rb none
[FYI] Krzysztof.Narkowicz, Daniel.Wright

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 20178948 via CL 20178960 via CL 20178961
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20179520 by guillaume abadie in ue5-main branch]
2022-05-13 07:23:11 -04:00
florin pascu
ac6afe8713 Scene Captures are going to be used as textures and sampled in the main scene, so they must remain unflipped.
#rb Allan.Bentham
#preflight 6278fe66822bdc69f0fad9a0

#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 20101376 via CL 20101399 via CL 20101452 via CL 20101466
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20108679 by florin pascu in ue5-main branch]
2022-05-09 15:15:12 -04:00
jason hoerner
af48ea5a98 UE5_MAIN: Multi-view-family scene renderer refactor, part 2. Move FSceneTextures singleton out of RDG blackboard and FSceneTexturesConfig global variable singleton, into FViewFamilyInfo. This is necessary to allow multiple view families to render in a single render graph and a single scene renderer call.
* Existing calls to CreateSceneTextureShaderParameters and similar functions use "GetSceneTexturesChecked", which allows for the possibility that they are reached in a code path where scene textures haven't been initialized, and nullptr is returned instead of asserting.  The shader parameter setup functions then fill in dummy defaults for that case.  The goal was to precisely match the original behavior, which queried the RDG blackboard, and gracefully handled null if scene textures weren't there.  This definitely appears to occur in FNiagaraGpuComputeDispatch::ProcessPendingTicksFlush, which can be called with a dummy scene with no scene textures.  In the future, I may change this so dummy defaults are filled in for FSceneTextures at construction time, so the structure is never in an uninitialized state, but I would like to set up a test case for the Niagara code path before doing that, and the checks aren't harmful in the meantime.
* I marked as deprecated global functions which query values from FSceneTexturesConfig, but they'll still work with the caveat that if you use multi-view-family rendering, the results will be indeterminate (whatever view family rendered last).  There was only one case outside the scene renderer that accessed the globals (depth clear value), which I removed, noting that there is nowhere in the code where we modify the depth clear value from its global default.  I would like to permanently deprecate or remove these at some point.  Display Cluster is the only code that's currently using the multi-view-family code path, and as a new (still incomplete) feature, third party code can't be using it, and won't be affected.

#jira NONE
#rb chris.kulla zach.bethel mihnea.balta
#preflight 6261aca76119a1a496bd2644

[CL 19873983 by jason hoerner in ue5-main branch]
2022-04-22 17:33:02 -04:00
Wei Liu
4ff910d037 Fix a bug of fetching depth in mobile separate tranlucent pass with vulkan subpass.
#jira UE-147297

#rb Dmitriy.Dyomin
#preflight 625e7b003e0f6f80ada6ab17

[CL 19805631 by Wei Liu in ue5-main branch]
2022-04-19 05:21:40 -04:00
Arciel Rekman
700c39e0e7 Fix VSM debug view being the same for the right eye.
#rb Andrew.Lauritzen
#review @Andrew.Lauritzen, @Robert.Srinivasiah, @Jules.Blok
#jira none
#preflight 625642c45f20a0a34d8fbaf7

[CL 19734289 by Arciel Rekman in ue5-main branch]
2022-04-12 23:44:41 -04:00
marc audy
6c0928eb6d Unshelved from pending changelist '19434316':
[Engine] Enable color Calibration Material Visualization for shipping
-Enabled the calibration flags
-Removed the no-shipping guards around associated logic

#rb [at]philip.buuck [at]christina.tempelaarl
[FYI] arturo.oppen, alex.gonzalez


#ushell-cherrypick of 19536400 by antonio.delascarrer

#ROBOMERGE-AUTHOR: antonio.delascarrer
#ROBOMERGE-SOURCE: CL 19536397 via CL 19536663 via CL 19536680
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)

[CL 19537137 by marc audy in ue5-main branch]
2022-03-28 23:45:10 -04:00
Josie Yang
f8cc29c587 Implement GPUSkinCache debug visualization modes
*) 'Overview' shows skin cache on/off, recompute tangents on/off
*) 'Memory' shows skin cache memory consumption per sk mesh, includes RT if sk mesh uses a separate RT entry
*)  'RayTracingLODOffset` shows RT LOD index offset from raster LOD index

#jira UE-136542
#rb jeremy.moore
#preflight 622bb12b902b7ca699df8755

[CL 19383862 by Josie Yang in ue5-main branch]
2022-03-15 06:49:12 -04:00
Wojciech Krywult
292b00eb20 Renderer: Fixed a use-after-free issue detected by ASan when running QAGame.
The problem was caused by taking a pointer of a stack variable and using it when the variable has gone out of scope.

#rnx
#rb Guillaume.Abadie
#preflight none

[CL 19359583 by Wojciech Krywult in ue5-main branch]
2022-03-11 14:59:16 -05:00
tiago costa
7c8a8ee75c Don't disable AutoExposure when VisualizeGlobalDistanceField is enabled.
- Visualization was updated to apply lighting and now requires auto exposure / postfx.

#jira UE-143712
#rb krzysztof.narkowicz
#preflight 6217af3e8849a7424f5e2cbd
#lockdown juan.canada

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19115110 in //UE5/Release-5.0/... via CL 19115330
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19152901 by tiago costa in ue5-main branch]
2022-02-25 14:22:02 -05:00
tiago costa
7ba5023e71 Rename Local Exposure "Contrast Reduction" to "Contrast Scale"
- Also support contrast scale > 1.

#jira UE-143419
#rb Guillaume.Abadie
#lockdown juan.canada
#preflight 6214ded2a97c2c3348ca3336

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 19074464 in //UE5/Release-5.0/... via CL 19090589
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19135312 by tiago costa in ue5-main branch]
2022-02-24 20:07:17 -05:00
guillaume abadie
8188bcbf6e Adds VisualizeMotionVectors show flag
#rb shaun.kime
#jira UE-143205
#preflight 620fb44aa96c65b0d81b1a9d

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 19070986 in //UE5/Release-5.0/... via CL 19090365
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19134116 by guillaume abadie in ue5-main branch]
2022-02-24 19:43:15 -05:00
guillaume abadie
9027c3940c Fixes TSR breaking the ICVFX camera motion blur setting in ndisplay
#rb josie.yang
#jira UE-141841
#preflight 620e2df800661410e332c16e
#lockdown alejandro.arango

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 19060901 in //UE5/Release-5.0/... via CL 19078625
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19122167 by guillaume abadie in ue5-main branch]
2022-02-24 14:50:42 -05:00
Charles deRousiers
3b1b1c0a69 Merge ShaderPrint ShaderDrawDebug to ease binding/setup.
#rb none
#jira none
#preflight 62153e289e113332ba232936

[CL 19079474 by Charles deRousiers in ue5-main branch]
2022-02-22 15:35:01 -05:00
Dmitriy Dyomin
3939410cd5 Fixed missing SceneTextures uniform buffer for selection outlline pass
#jira none
#rb none
#preflight 62130f75433a763d545d8529

[CL 19065342 by Dmitriy Dyomin in ue5-main branch]
2022-02-20 23:08:33 -05:00
guillaume abadie
7418563620 Fixes alpha channel through post processing when translucent object is in the scene
#rb trivial
#jira UE-142126
#preflight 620a3d64015ab8f37a42ad23

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18977673 in //UE5/Release-5.0/... via CL 18977729 via CL 18977796
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)

[CL 18977799 by guillaume abadie in ue5-main branch]
2022-02-14 07:30:53 -05:00
jason nadro
7594a007f9 Fix for IsValid() crash when attempting to visualize the Separate Translucency buffer when r.SeparateTranslucency = 0
- If PostDOFTranslucencyResources is invalid we should set a 0,0,1,1 rect since we are using the BlackDummyAlpha buffer.
- This is similar to how DiaphragmDOF handles accessing the separate translucency buffers.

#rb Sebastien.Hillaire
#jira UE-141834
#preflight 620542aa69224cb0d86f493a
#lockdown Juan.Canada

#ROBOMERGE-AUTHOR: jason.nadro
#ROBOMERGE-SOURCE: CL 18939097 in //UE5/Release-5.0/... via CL 18939266 via CL 18939489
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)

[CL 18939512 by jason nadro in ue5-main branch]
2022-02-10 13:12:42 -05:00
Charles deRousiers
86ece99784 Add rect light texture atlas support.
This changes allow to bind a larger amount of rect. light texture, and allows future support for rect light in forward & cluster passes.

#jira none
#rb sebastien.hillaire
#preflight 61fcebd0b5092d45ad110db4

[CL 18861192 by Charles deRousiers in ue5-main branch]
2022-02-04 04:18:10 -05:00
daniel wright
4787af97d0 Fixed main scene bloom on top of Lumen Visualize
#jira UE-141100
#preflight 61fc3143cd183427303f04d0
#rb Krzysztof.Narkowicz
#lockdown Michal.Valient

#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18850112 in //UE5/Release-5.0/... via CL 18850165 via CL 18850827
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18850874 by daniel wright in ue5-main branch]
2022-02-03 16:07:50 -05:00