The implementation extends the existing FThreadIdleStats to track critical path vs non-critical path waits for a thread.
The cvar r.RenderThreadTimeIncludesDependentWaits forces the main renderthread stat to use the new behavior, but this is disabled by default for historical tracking reasons.
#rb Nuno Leiria
#ROBOMERGE-AUTHOR: ben.woodhouse
#ROBOMERGE-SOURCE: CL 21386702 via CL 21387159 via CL 21387356 via CL 21391039 via CL 21391830
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)
[CL 21394348 by ben woodhouse in ue5-main branch]
Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
Core public headers still will contain CoreMinimal.h if any included it before my IWYU changes.
#preflight 62c73594756222ced4e48707
[CL 20991367 by bryan sefcik in ue5-main branch]
Things to note regarding this pass:
* No includes are currently being removed from public headers.
* Any private file that has a #if is currently not being updated.
#preflight 62c703bbd13fac04f11da948
[CL 20985655 by bryan sefcik in ue5-main branch]
Things to note regarding this pass:
* No includes are currently being removed from public headers.
* Any private file that has a #if is currently not being updated.
#rb Devin Doucette and Marc Audy
#preflight 62c62086756222ced497ff95
#preflight 62c626d12f2d04691814d331
#preflight 62c630107e606620fdd64e31
#preflight 62c635c6756222ced49a13cf
[CL 20979027 by bryan sefcik in ue5-main branch]
Adds a define UE_FNAME_OUTLINE_NUMBER.
Removes of FName, FMinimalName from memory image support. Adds of FMemoryImageName.
Removal of FMinimalName operator<<, all fields made private, size made variable.
All fields of FScriptName made private.
Added console commands for dumping numbered/unnumbered names and stats.
#rb johan.torp
#ROBOMERGE-OWNER: robert.millar
#ROBOMERGE-AUTHOR: robert.millar
#ROBOMERGE-SOURCE: CL 19058026 via CL 19058611 via CL 19058656 via CL 19061727 via CL 19061740 via CL 19064047
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356)
[CL 19066701 by robert millar in ue5-main branch]
Clear caches and update a canary value across the fork boundary to avoid touching pages that were allocated pre-fork to minimize unnecessary duplication of shared pages.
Savings depend on pre-fork fragmentation/slack and number of concurrent child processes.
#rb louisphilippe.seguin, johan.torp, arciel.rekman
#ROBOMERGE-OWNER: robert.millar
#ROBOMERGE-AUTHOR: robert.millar
#ROBOMERGE-SOURCE: CL 19057122 via CL 19057644 via CL 19057693 via CL 19057718 via CL 19057737 via CL 19059617
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356)
[CL 19066314 by robert millar in ue5-main branch]
Details: removes duplicate checks on CpuChannel by resolving SpecIds inside the scope event structure and avoiding passing in CpuChannel as the fine-grained channel when we always check CpuChannel at least.
#rb jordan.cristiano
#ROBOMERGE-AUTHOR: evgenii.babinets
#ROBOMERGE-SOURCE: CL 19003995 via CL 19004354 via CL 19005197 via CL 19008129 via CL 19008734
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v917-18934589)
[CL 19008810 by evgenii babinets in ue5-main branch]
* 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]
- Fixed the trace of scope cycle counters for UObject to be enabled everywhere where FScopeCycleCounterUObject is used switced by Stats::IsThreadCollectingData().
- Fixed UObject::CallFunction to trace UObject name for Insights only when GVerboseScriptStats is on.
#rb Catalin.Dragoiu
[FYI] Johan.Berg, Jeff.Farris
#ROBOMERGE-SOURCE: CL 16824659 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16824668 by ionut matasaru in ue5-release-engine-test branch]