The refactor to get rid of the FSceneTextures and FSceneTexturesConfig global singletons has also been preserved. The FViewFamilyInfo is used to hold those structures, so client facing API functions that lack a scene renderer reference can still pull the FSceneTextures[Config] from the view family pointer. All other scene renderer state has been moved from FViewFamilyInfo back into FSceneRenderer.
#jira none
#rnx
#rb ola.olsson krzysztof.narkowicz zach.bethel
#preflight 629f770e233ae0a8f8fb7f2e
[CL 20540730 by jason hoerner in ue5-main branch]
* Added "BeginRenderingViewFamilies" render interface call that accepts multiple view families. Original "BeginRenderingViewFamily" falls through to this.
* FSceneRenderer modified to include an array of view families, plus an active view family and the Views for that family.
* Swap ViewFamily to ActiveViewFamily.
* Swap Views array from TArray<FViewInfo> to TArrayView<FViewInfo>, including where the Views array is passed to functions.
* FSceneRenderer iterates over the view families, rendering each one at a time, as separate render graph executions.
* Some frame setup and cleanup logic outside the render graph runs once.
* Moved stateful FSceneRenderer members to FViewFamilyInfo, to preserve existing one-at-a-time view family rendering behavior.
* Display Cluster (Virtual Production) uses new API.
Next step will push everything into one render graph, which requires handling per-family external resources and cleaning up singletons (like FSceneTextures and FSceneTexturesConfig). Once that's done, we'll be in a position to further interleave rendering, properly handle once per frame work, and solve artifacts in various systems.
#jira none
#rnx
#rb zach.bethel
#preflight 625df821b21bb49791d377c9
[CL 19813996 by jason hoerner in ue5-main branch]
Local light shadows are supported on mobile forward and deferred, need to enable full depth prepass to generate the ShadowMaskTexture.
Remove the 4 maximum local lights limitation on mobile forward.
Remove the "High Quality Reflection" on mobile forward.
Disable simple lights on mobile forward.
#jira UE-149064
#rb Dmitriy.Dyomin
#preflight 625d17da772cf82d3a6059a6
[CL 19784597 by Wei Liu in ue5-main branch]
- Point/Spot lights use the same FProjectedShadowInfo for all views. RayTracedShadowsTexture was only generated for the first view. Other views also sampled first view data.
- Store RayTracedShadowsTexture per view in DistanceFieldShadowViewGPUData to avoid using the cached result of a different view.
#rb Sebastien.Hillaire, Jian.Ru
#preflight 624ef87e3603402d600744e1
[CL 19669626 by tiago costa in ue5-main branch]
- Shadow PreViewTranslation and ClipmapOrigin become full LWC tile/offset values on the GPU
- In most cases, the camera's and shadow's PreViewTranslations can be subtracted on the GPU to produce a regular-range value to transform from PrimaryView.TranslatedWorld to ShadowView.TranslatedWorld
- Miner cleanup and improvements to SMRT trace loop
- Remove special case for ortho matrices disabling PreViewTranslation in FViewMatrices
- Remove broken static function local and associated cvar r.PreViewTranslation
#preflight 6205dd571404d0fef964d721
#jira UE-139824
#rb graham.wihlidal
#lockdown juan.canada
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 18956693 in //UE5/Release-5.0/... via CL 18956877 via CL 18957087
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 18958948 by andrew lauritzen in ue5-main branch]
- Add bHasDeformableMesh to FPrimitiSceneProxy to declare if the meshes are deformed, e.g., skeletal mesh, to be able to catch this case.
- also fix incorrect tracking of revealed primitives (causes invalidation errors with missing shadows when meshes are culled on the CPU).
- Add cvar switch to turn off the new behavior (for emergency use) r.Shadow.Virtual.Cache.DeformableMeshesInvalidate (defaults to 1)
#jira UE-133211
#rb andrew.lauritzen
#preflight 620389584c05b86e6d60185a
#lockdown juan.canada
#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 18915487 in //UE5/Release-5.0/... via CL 18920329 via CL 18922688
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)
[CL 18923422 by ola olsson in ue5-main branch]
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build
#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824721 by fred kimberley in ue5-main branch]
- add engine relese version & handling in serialization to retain default values for content saved with previous versions.
- set VSM to use distance culling for non nanite by default (r.Shadow.Virtual.UseFarShadowCulling).
#rb Francis.Hurteau,Andrew.Lauritzen,Devin.Doucette
#preflight 61f98b7da676d67c36af1589
#ROBOMERGE-OWNER: ola.olsson
#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 18813152 in //UE5/Release-5.0/... via CL 18813216 via CL 18822749
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
#ROBOMERGE-CONFLICT from-shelf
[CL 18824276 by ola olsson in ue5-main branch]
- Deprecated legacy members from FPooledRenderTargetDesc.
- Deprecated ETextureRenderTarget and removed from RDG.
- TargetableTexture always equals ShaderResourceTexture.
- Simplified render target pool FindFreeElement.
- Create pooled buffers and textures with a known state.
#rb graham.wihlidal
#preflight 61f8488568795b2f45852274
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18796880 in //UE5/Release-5.0/... via CL 18797840 via CL 18799070
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18799188 by zach bethel in ue5-main branch]
- Add r.Shadow.DetectVertexShaderLayerAtRuntime to make it possible to force (for DX11/12/SM5/Vulkan) compilation of vslayer despite RHISupportsVertexShaderLayer being false.
- Set r.Shadow.DetectVertexShaderLayerAtRuntime in WindowsEngine.ini,WinGDKEngine.ini & LinuxEngine.ini.
- Add DoesRuntimeSupportOnePassPointLightShadows to determine support at runtime.
- Fix bug excluding Nanite meshes from DF shadows for local lights if VSM is enabled (now only affects directional lights).
- Add OnGetOnScreenMessages to enable modular generation of on-screen messages in the scene renderer (aimed at transient rendering processes).
#rb arciel.rekman,andrew.lauritzen
#jira UE-138933
#preflight 61f3c967da54035207f6e560
#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 18769670 in //UE5/Release-5.0/... via CL 18769671 via CL 18769765
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18769767 by ola olsson in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
Requires two additional compute passes post-culling to compact the draw command instances.
This feature is not currently supported on mobile platforms; more work is required to make instance compaction work with mobile vertex buffers.
Updated ISM to use order preservation for meshes that render with a translucent material
#rb ola.olsson, dmitriy.dyomin
#jira none
#preflight 61e98458c92021e535994cd7
#ROBOMERGE-AUTHOR: jamie.hayes
#ROBOMERGE-SOURCE: CL 18676076 in //UE5/Release-5.0/... via CL 18676089 via CL 18676097
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v902-18672795)
[CL 18679861 by jamie hayes in ue5-main branch]
- Disable view-dependent CPU culling of primitives for local-light VSMs (to fix incorrect caching).
- Track per-light cache data for clipmaps to enable storing bit flags for rendered primitives.
- Make invalidations skip primitives that were never rendered into a clipmap, and mark invalidated primitives as not rendered.
#rb andrew.lauritzen
#preflight 61e6c37b3778a195deabfb8a
#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 18639158 in //UE5/Release-5.0/... via CL 18639165 via CL 18639180
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)
[CL 18639190 by ola olsson in ue5-main branch]
- New functions are added to get the Primary View or all Secondary Views and takes advantage of that to replace hardcoded indices.
- Added support for retrieving a monoscopic projection/pose from IStereoRendering when a single frustum is needed for culling purposes.
#rb Steve.Smith
#rb Jeff.Fisher
#rb Zach.Bethel
#preflight 61de16e96a076ddb53cf59b4
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18579012 in //UE5/Release-5.0/... via CL 18579021 via CL 18579025
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)
[CL 18579042 by jules blok in ue5-main branch]