- Removed unnecessary virtuals.
- HeadMountedDisplay include paths were public but only needed to be private.
- Core and RHI need to be public dependencies.
- Formatting cleanup.
[CL 25792718 by christopher waters in ue5-main branch]
* Add CVar D3D12.EvictAllResidentResourcesInBackground (default: false) to control the behavior
* Modify D3DX12 Residency library to support local memory budget override
* Set the local override to 0 when application is not focused and the CVar is true
#rb mihnea.balta
#preflight 640f468b7e654e2e658ecbcb
[CL 24617040 by robomerge in ue5-main branch]
- Creates the UnrealArchitectures class, which wraps a list of UnrealArch objects
- UnrealArch is a single architecture, expandable enum-like struct
- There is no more concept of "no/default architecture", there is always a valid active architecture when building
- Most uses of "string Architecture" are replaced with one of the two above, depending if multiple architectures are supported or not
- UnrealArch has some platform-extensions for platform-specific naming (like Linux adds in LinuxName that turns, for instance, Arm64 -> aarch64-unknown-linux-gnueabi, which is used in folder names, etc)
- UnrealArch has bIsX64 which can be used determine intel instruction set (as opposed to arm)
- TargetRules class has an "Architecture" accessor that will return a single architecture if the active architectures is a single architecture, or throw an exception if multiple. This is useful in a majority of the cases where a paltform can only have a single architecture active in TargetRules (microsoft platforms, for instance, will create separate targets when compiling multiple architectures at once)
- Added UnrealArchitectureConfig class, which contains all the architecture information for a platform (what architectures are supported, what ones are currently active for given project, etc)
#preflight 63c81fb5b065224750a1759e
#rb mike.fricker,roman.dzieciol,joe.kirchoff,dmytro.vovk,brandon.schaefer [various parts]
#p4v-preflight-copy 23562471
[CL 23829977 by josh adams in ue5-main branch]
- Rework some misleading platform checks.
- Always include the ThirdParty modules, those modules can control whether they're supported or not based on the TargetRules.
#jira none
#rb elizabeth.baumel, bryan.sefcik, robert.srinivasiah
#preflight 63b4913d1c35d1cbdb50aa04
[CL 23569739 by christopher waters in ue5-main branch]
Changing PixWinPlugin to use the new capture control mechanisms, including disabling the UI overlay.
PixWinPlugin will now trigger a full frame, similar to how the RenderDoc plugin does, to ensure we get a full frame on the requested viewport instead of getting a frame on the next viewport to render.
#jira none
#rb robert.srinivasiah, jamie.hayes
#preflight 636d2bd11a66e7f7317a0073
[CL 23104389 by christopher waters in ue5-main branch]