Integration touches several places in the engine:
1) SoundWave -- A check box enables Bink Audio as the codec of choice for that sound wave.
2) Decoder - Each supported platform's AudioMixer now returns BINK if the soundwave requests it. Additionally, the TargetPlatform returns BINK as an available codec, and returns it to the cooking code if the sound wave requests it.
3) Encode - TargetPlatform.Build.cs adds the encoder to the editor dependencies, and it gets picked up in the TPMM formats search.
[CL 16682710 by Dan Thompson in ue5-main branch]
[FYI] Christopher.Waters
#ROBOMERGE-SOURCE: CL 16447374 in //UE5/Release-Engine-Staging/... via CL 16447416
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v818-16446889)
[CL 16447428 by marc audy in ue5-main branch]
AGXRHI is starting out as a clone of MetalRHI, but will be refactored and overhauled with several goals in mind:
- Reduce/Eliminate technical debt
- Substantially improve readability and maintainability
- Introduce clear layers for platform independent vs dependent code
- Reduce memory footprint and generally improve memory usage
- Remove legacy concepts (like manual reference counting) and enable better integration with platform tools
- Implement newer and more modern features provided by Metal (such as ray tracing and enhanced command buffer debugging)
- Target/tune the software architecture and API usage for performance on Apple designed GPUs
#rb jack.porter, richard.wallis
#jira none
#fyi lukas.hermanns
#rnx
[CL 16225160 by will damon in ue5-main branch]
- Implement RHIIsTypedUAVLoadSupported for Metal RHI
- Provide a default PrimitiveUniformBufferResource on the SingleTriangleMesh object.
#rb richard.wallis, carl.lloyd, sebastien.hillaire, ola.olsson, rolando.caloca
#jira UE-114242
#rnx
#lockdown rolando.caloca
#ROBOMERGE-SOURCE: CL 16123676 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)
[CL 16123740 by will damon in ue5-main branch]
- Replaced legacy transient support from RDG and replaced with new API.
- Reworked acquire / discard operations a bit and added RHI validation to track correctness.
- Reworked RDG barrier batching to include acquire / discard operations.
- Hardened render pass merging logic and expanded to support lifetime extension of transient resources.
- Added transient tag to RDG insights to track which resources are transient.
#rb luke.thatcher, kenzo.terelst
[CL 15726534 by zach bethel in ue5-main branch]