The DXR specification states that backface culling is not affected by the transform, so there is no need to set this flag based on the transform determinant.
Additionally, update the creation of mesh batches to take into account the reverse culling flag on the primitive (when present) for consistency with the raster behavior.
#rb Krzysztof.Narkowicz
[CL 33212381 by chris kulla in ue5-main branch]
Issue is that geometry collection scene proxies were always created at the rest transform state, and then the current transforms were set at the first update. This would could cause a reset flicker.
Also the first update wouldn't happen if the component was at rest, so visually it would go back to the rest state and stay there.
The fix is to get the current DynamicData during scene proxy construction.
#rb cedric.caillaud
#jira UE-210150
[CL 32331095 by jeremy moore in ue5-main branch]
Use the RestCollection to access those attributes instead.
#rb cedric.caillaud, vincent.robert, Benn.Gallagher
[CL 29246315 by titouan deslandes in ue5-main branch]
- Removed old vertex-attribute centered buffers & useless translation code & replace with GPU-scene centric data
- Made the instance data persistent over scene proxy re-creates.
- Tracks per-instance data changes in the ISM & implement delta updates, remove need to call "MarkRenderStateDirty" for most instance updates
- Added preliminary ID-based interface for ISM such that users can forego needing to match the internals (e.g., remove swap, required when using indices).
- Unified the instance data use in the renderer (removed mix of old & new buffers and processing sites) - all code now sees orthogonalized transforms, the same as is in GPU-Scene.
- Added FInstanceSceneDataBuffers and moved instance data buffer arrays to that from the Primitive proxy
- Added FISMInstanceDataManager, which is responsible for tracking changes & dispatching updates. The ISMC owns one of these.
- Instance data update tasks are async and waits are only done when needed, e.g., for GPU-scene update moving this off RT and later in the frame.
- Added FInstanceDataSceneProxy, which is the owner of the scene data buffers and is updated by the manager by way if a shared reference with the primitive proxy.
- Removed FPerInstanceRenderData, ISMC::PerInstanceRenderData
- Removed FInstanceUpdateCmdBuffer
- Lumen, GPUScene, SceneCulling, RT, DF all now retrieve data from FInstanceSceneDataBuffers rather than a mix of previous buffers. All now use the primitive-relative space.
- Geometry Collection & Spline Mesh now manage FInstanceSceneDataBuffers, since they manipulate instance data in one way or another.
- Mass: contained re-implementations of significant internals of ISMC, converted to ID-based interface
- PCG: minor changes to avoid touching ISM internals.
#jira UE-191955,PLAY-11918
#rb jamie.hayes,jeremy.moore,jonathan.bard,krzysztof.narkowicz,mieszko.zielinski,julien.lheureux,zach.bethel,aleksander.netzel,yuriy.odonnell
[CL 28371398 by ola olsson in ue5-main branch]
- Create / Destroy render thread resources is now deferred until scene update and runs async.
- Added bConstrainToRenderThread option to FPrimitiveSceneProxy, which controls whether the scene pipe is used for proxy virtual function calls.
#rb krzysztof.narkowicz, christopher.waters
[CL 27799388 by zach bethel in ue5-main branch]
- RHICreate{Vertex, Index, Structured}Buffer
- RHICreate{ShaderResource, UnorderedAccess}View
- RHIUpdateUniformBuffer
- Various initialization / locking methods for helper buffer types in RHIUtilities.h
The goal is to continue to force resource creation through command lists to avoid surprises with moving things off the render thread.
#rb christopher.waters
[CL 26183242 by zach bethel in ue5-main branch]
- added new runtime field (NumStreamedClusters) to Nanite::FResources
- modified logic in Nanite::FStreamingManager to update number of streamted clusters when pages are installed/uninstalled.
- modified NaniteStreamOut to output number of clusters to be able to check for incorrect count on CPU side.
- On CitySample, peak NaniteRayTracing.StagingAuxiliaryDataBuffer size is reduced from close to 1GB to about 200MB.
#rb rune.stubbe
#preflight 646e3399f85111e06ca30efa
[CL 25607114 by tiago costa in ue5-main branch]