Commit Graph

187 Commits

Author SHA1 Message Date
Thomas Engel
f389bb820a Adding HDR playback capabilities to MediaFrameWork & Electra (PC, GDK, PS4, PS5)
#jira UE-163865
#fyi jens.petersam
#preflight 632357cdc225e8be3809214e

[CL 22034307 by Thomas Engel in ue5-main branch]
2022-09-15 14:30:21 -04:00
Yuriy ODonnell
e741d25317 Add CVar r.RayTracing.RequireSM6 (default=0) to explicitly control when ray tracing shaders/features should be available, instead of relying on project target platform shader model settings. This is required because target platform settings are not available when running a packaged game.
The engine uses GRayTracingPlaformMask to compute ShouldCompilePermutation() for shaders. This is filled based on platform settings and capabilities when running the editor. When running a standalone game, the mask is filled purely based on whether ray tracing is enabled for the project (r.RayTracing) and the current runtime environment supports it (GRHISupportsRayTracing).

The new CVar is meant to be consistent between the cook time and run time. This is achieved by setting GRHISupportsRayTracing=false when running on SM5 if r.RayTracing.RequireSM6 is 1.

#rb christopher.waters
#preflight 631f8c8680642a7fa783ca18
#jira UE-163012

[CL 21971785 by Yuriy ODonnell in ue5-main branch]
2022-09-12 16:27:08 -04:00
yuriy odonnell
4638f20a35 Add r.RayTracing.EnableInEditor and r.RayTracing.EnableInGame CVars to control whether ray tracing effects should be enabled by default in the editor and in game (if corresponding game user setting does not exist). Both default to enabled, preserving previous behavior.
#rb Juan.Canada

#preflight skip

[CL 21908522 by yuriy odonnell in ue5-main branch]
2022-09-08 20:21:04 -04:00
Florin Pascu
6b3c1469ba Preview Shader Platform using different ShaderMaps and the DDPI/Cvar values of the Previewable Actual Platform
NumPlatforms limit changed from 64 to 65536, limited by NumBits
#jira UE-120561
#rb Chris.Waters, Jack.Porter, Mihnea.Balta
#preflight 630f1604f92416fb92b373ab

[CL 21718179 by Florin Pascu in ue5-main branch]
2022-08-31 04:38:34 -04:00
dmitriy dyomin
ba4c590e33 Added ShadingModels mask.
r.Mobile.ShadingModelsMask can be used to mask out specific shading models on mobile platforms.
Masked shading models will fallback to DefaultLit

[CL 21540496 by dmitriy dyomin in ue5-main branch]
2022-08-24 10:40:03 -04:00
benjamin rouveyrol
525e5678a5 Add R9G9B9E5 format on platforms that support it
#rb will.damon christopher.waters eric.mcdaniel
#jira UE-124898
#preflight 63048c94a45b007ea268fda3

[CL 21536768 by benjamin rouveyrol in ue5-main branch]
2022-08-24 04:20:06 -04:00
serge bernier
77a2d486ea -Use Depth and velocity pass on Xb1 and Ps4 (VelocityParallel).
- Saves ~0.3ms on PS4/XB1 (Dynres = 100%).
-Add possibility to disable grass velocity output when WPO velocity is enable (only effective when r.velocity.enablevertexdeformation != 0 and r.OptimizedWPO = true)

#rb [at]jeremy.moore

[CL 21524947 by serge bernier in ue5-main branch]
2022-08-23 19:21:36 -04:00
dmitriy dyomin
6d1f9e0955 Skip caching MobileBasePassCSM commands when deferred shading is enabled (missed one file)
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 21439775 via CL 21439785 via CL 21439797 via CL 21439812
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v981-21435820)

[CL 21440286 by dmitriy dyomin in ue5-main branch]
2022-08-18 08:05:29 -04:00
Wei Liu
c5b17c54eb Enable mobile ambient occlusin on LDR
#jira none

#rb Dmitriy.Dyomin
#preflight 62fc9828086f90bbc4664adf

[CL 21422099 by Wei Liu in ue5-main branch]
2022-08-17 03:40:59 -04:00
dmitriy dyomin
3f27739e32 Make "r.Mobile.ShadingPath" per-platform option. Require DXC for GL to enable deferred shading
#rb none

#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 21385236 via CL 21387818 via CL 21388641
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)

[CL 21390254 by dmitriy dyomin in ue5-main branch]
2022-08-15 14:07:54 -04:00
Dmitriy Dyomin
f00c0a426b Remove support for a landscape baked mesh which was used for mobile platforms only
#jira none
#rb jonathan.bard
#preflight 62d769cdbc175ec68cee67d0

[CL 21171586 by Dmitriy Dyomin in ue5-main branch]
2022-07-19 23:03:12 -04:00
Dan Thompson
39fc9af40d Migrate pixel format size calculations to Core so that texture build workers (and misc programs) can touch them without having to depend on RenderCore. By popular demand, brough over the RHI specific capabilities stuff as well.
#rb Mihnea.Balta
#preflight 62cdafda254b7ba6dbcf2501

[CL 21059272 by Dan Thompson in ue5-main branch]
2022-07-12 13:56:13 -04:00
graham wihlidal
523081e351 Removed compilation (of never used!) legacy simple forward shading permutations from Windows shader databases (~27% reduction of SM6, ~22% reduction of SM5 when simple forward was enabled in the compiler)
#rb brian.karis, daniel.wright, sebastien.hillaire, charles.derousiers
[FYI] michal.valient, jason.nadro, zousar.shaker
#preflight 62c7654aa6654f9729ea9cc0

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 21010489 via CL 21010513 via CL 21010531
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21023729 by graham wihlidal in ue5-main branch]
2022-07-09 14:02:06 -04:00
Jason Nadro
9c36c843b8 Removed unacceptable words from RenderCore.
#rb trivial
#jira UE-158668
#preflight 62c840a57e606620fd5c2847

[CL 21007335 by Jason Nadro in ue5-main branch]
2022-07-08 10:54:10 -04:00
dmitriy dyomin
dd061a0b68 Mobile: Make clustered lights and reflections optional for translucency when deferred shading is enabled
[FYI] wei.liu

#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 20964670 via CL 20964684 via CL 20964740
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20965531 by dmitriy dyomin in ue5-main branch]
2022-07-06 09:05:15 -04:00
yuriy odonnell
07aeb4900e Exclude ray tracing shaders from SM5 if it's disabled for D3D12
* Add ITargetPlatform::GetRayTracingShaderFormats(), with default implementation that falls back to GetAllTargetedShaderFormats() if HWRT is enabled for a platform
* Override GetRayTracingShaderFormats() for TGenericWindowsTargetPlatform to return only enabled D3D12 and VK shader formats (excluding D3D11)
* Use GetRayTracingShaderFormat() and UsesRayTracing() to configure GRayTracingPlaformMask (the mask contains one bit per shader platform)

Previously all bits of GRayTracingPlaformMask were set if project uses ray tracing, then shader platform bits were disabled for all possible shader formats for platforms that don't support ray tracing.
If SM5 was disabled for D3D12, ray tracing shaders would still get compiled for it because the corresponding bit was still set in GRayTracingPlaformMask.

With this change, SM5 bit will no longer be set in GRayTracingPlaformMask in the editor if it is disabled for D3D12 RHI for the project, so ray tracing shaders won't be compiled.
When running a packaged build, GRayTracingPlaformMask is now set to 0 or 1 based on global project setting (r.RayTracing) and whether the current machine+RHI supports ray tracing.

#rb christopher.waters, jason.nadro
#preflight 62bd0dea3f0d6beee259b636

#ROBOMERGE-AUTHOR: yuriy.odonnell
#ROBOMERGE-SOURCE: CL 20897852 via CL 20898485 via CL 20899239
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20901755 by yuriy odonnell in ue5-main branch]
2022-06-30 15:44:00 -04:00
jeremy moore
18edc48a3e Undo the backout changelist 20750841
This resubmits the following original changelists (with fixes).

Original CL Desc for CL20737284 -----------------------------------------------------------------
Add a version of UseVirtualTexturing() that takes a shader platform.
A future goal is to deprecate the version that takes a feature level.

Original CL Desc for CL20738687 -----------------------------------------------------------------
Virtual texturing forces depth pass on.
This fixes bug when using any masked materials that sample VT.

#jira UE-157197
#jira UE-117783
#preflight 62b1cb8ac400b5ee2f517942

[CL 20757215 by jeremy moore in ue5-main branch]
2022-06-21 10:15:44 -04:00
eric mcdaniel
6735d65cf6 [Backout] - CL20737284 & CL20738687
- testing
  - compiled and cooked QAGame locally for Win64

#preflight 62b12d784c538079d66599da
#rnx
#fyi Jeremy.Moore


Original CL Desc for CL20737284
-----------------------------------------------------------------
Add a version of UseVirtualTexturing() that takes a shader platform.
A future goal is to deprecate the version that takes a feature level.
#preflight 62b080e1613434b77fa673d0


Original CL Desc for CL20738687
-----------------------------------------------------------------
#jira UE-117783
Virtual texturing forces depth pass on.
This fixes bug when using any masked materials that sample VT.
#preflight 62b08fceef1c984554505316

[CL 20750841 by eric mcdaniel in ue5-main branch]
2022-06-20 22:51:39 -04:00
Jeremy Moore
0d124778fb Add a version of UseVirtualTexturing() that takes a shader platform.
A future goal is to deprecate the version that takes a feature level.
#preflight 62b080e1613434b77fa673d0

[CL 20737284 by Jeremy Moore in ue5-main branch]
2022-06-20 10:31:56 -04:00
wei liu
87f2d95ada 1.Supports more shading models on mobile, including twoside foliage, cloth and eye shading models.
2.Uses the same shading models and dynamic lightings code path on desktop.

3.Remove the division of PI on mobile directional light's color in C++ to line up with desktop in shaders.

#jira UE-114145

#rb Dmitriy.Dyomin, Sebastien.Hillaire
#preflight 62b0411fd8082c5c200fa32a

[CL 20734991 by wei liu in ue5-main branch]
2022-06-20 06:02:51 -04:00
graham wihlidal
ca70de9156 Work in progress Nanite support for landscape
#preflight 6297a7f3a660a44a23c0c879
#rb jonathan.bard
[FYI] brian.karis, ola.olsson, michal.valient, rune.stubbe

#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 20490481 via CL 20490493 via CL 20490509
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v954-20466795)

[CL 20495473 by graham wihlidal in ue5-main branch]
2022-06-03 19:13:16 -04:00
Dmitriy Dyomin
038d909044 Support shading models for mobile deferred path when static lighting is disabled
#rb wei.liu
#jira none
#preflight 627b5f586842238976719cc3

[CL 20134438 by Dmitriy Dyomin in ue5-main branch]
2022-05-11 03:17:42 -04:00
christopher waters
4b9e68073c Deprecating RHICreateTexture2D and RHICreateTextureExternal2D.
#jira none
#rb zach.bethel
#preflight 627a6ec010766ef8c1f54f1e

[CL 20129702 by christopher waters in ue5-main branch]
2022-05-10 17:13:37 -04:00
carl lloyd
192abb6ebb Changed PLS to require ARM framebuffer depth/stencil fetch on OpenGL
#jira UE-145425, UE-145424
#rb Jack.Porter
#fyi Wei.Liu
#preflight 627910784561731dbeee9c30

[CL 20101739 by carl lloyd in ue5-main branch]
2022-05-09 09:28:57 -04:00
zach bethel
3864629f00 Minor RDG improvements in preparation for UnifiedBuffer conversion.
- Added resource pool counters and events.
 - Added AllocatePooledBuffer method and refactored pool to no longer take a command list.
 - Refactored swap chain barrier logic to be a bit cleaner.
 - Added helper methods to cast between views.
 - Added power of two alignment option to buffer pool.
 - Added GetTypeHash implementations for RDG SRV | UAV descriptors.

#preflight 62631046006fa20b683d130f

[CL 19873407 by zach bethel in ue5-main branch]
2022-04-22 17:11:57 -04:00