Commit Graph

798 Commits

Author SHA1 Message Date
sebastien lussier
edc0c18f37 Fix EnumAdapterByGpuPreference on DX11 PC
#rb james.doverspike
#preflight 611bc724aabad10001f176a2

#ROBOMERGE-SOURCE: CL 17195130 via CL 17195157
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17195191 by sebastien lussier in ue5-release-engine-test branch]
2021-08-17 11:13:57 -04:00
arne schober
9797beee57 U5 - remove unecessary abstraction and layering violation that contrained the EventQuery to be released on the Renderthread, which constrains it more than neceassry and triggered an assert when we moved destruction to the RHITHread.
#jira UE-119993

#ROBOMERGE-SOURCE: CL 17186937 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17186939 by arne schober in ue5-release-engine-test branch]
2021-08-17 01:42:01 -04:00
sebastien lussier
a26d6911be D3D11RHI fix for wrong adapter selection when multiple adapters are present
* Issue is that the adapters were referenced by index
* Adapters enumeration was sometime performed using EnumAdapters() vs EnumAdapterByGpuPreference()
* Using the same index for both calls would result in different adapters being returned...

On AWS g4ad.16xlarge instances, this issue would cause the engine to think it had selected a discrete adapter, while in fact it created a WARP (software) adapter...
#rb christopher.waters
#preflight 611a817e8ff5540001d5e805

#ROBOMERGE-SOURCE: CL 17176596 via CL 17176598
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17176600 by sebastien lussier in ue5-release-engine-test branch]
2021-08-16 11:31:51 -04:00
aurel cordonnier
dc4bf61540 Merge from Release-Engine-Staging @ 17030559 to Release-Engine-Test
This represents UE4/Main @ 17030256 and Dev-PerfTest @ 17030553

[CL 17031509 by aurel cordonnier in ue5-release-engine-test branch]
2021-08-03 11:56:47 -04:00
christopher waters
e474599a48 EBufferUsageFlags as enum class.
#rb will.damon, rolando.caloca
#preflight 610179041e63730001feb1eb
#preflight 6101b0d5b4288d0001b61c32

#ROBOMERGE-OWNER: christopher.waters
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 16986666 via CL 16987824
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16987849 by christopher waters in ue5-release-engine-test branch]
2021-07-28 17:19:36 -04:00
yangke li
702c9dc694 add RGB555A1 texture format support(not supported on Mac)
useful for RVT on mobile platforms, to save the cost of runtime compression
#rb Dmitriy.Dyomin mihnea.balta

#ROBOMERGE-SOURCE: CL 16872220 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16872238 by yangke li in ue5-release-engine-test branch]
2021-07-16 11:40:02 -04:00
aurel cordonnier
02c0f425e8 Copy up from Release-Engine-Staging @ 16738359
This represents UE4/Main @ 16738161 and Dev-PerfTest @ 16737719

[CL 16738582 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-22 00:27:54 -04:00
paul chipchase
7439cef72c Prevent a crash in DX12 if GFSDK_Aftermath_Lib.x64.dll is not found and improve the finding of the dll when using -basedir=
#rb kenzo.terelst
#preflight 60c9ebb93e1b3c0001400246

- The original code is using ::LoadLibrary with a relative path to find the dll and when running from staged data via -basedir= we will be relying on that path being relative to the current directory set by the command line. However many modules call FPlatformProcess::PushDllDirectory/PopDllDirectory to find dlls and when all of the paths are fully popped we will call ::SetDllDirectory with an empty string which will remove the current directory from the list of valid paths for ::LoadLibrary to search.
- To fix this we can call FPlatformProcess::PushDllDirectory/PopDllDirectory ourselves, with the location of the dll and then request the handle of the dll instead (examples of this can be found in other modules)
- When running with DX12 we no longer attempt to enable NvAftermath if we previously failed to find the dll in order to prevent a crash. We do this by recording if the dll has been loaded or not via a new global variable GDX12NVAfterMathModuleLoaded, similar to how the DX11 code path tracks this.

#ROBOMERGE-SOURCE: CL 16690777 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16690799 by paul chipchase in ue5-release-engine-test branch]
2021-06-16 12:55:00 -04:00
dan thompson
ab80c69fd3 Bink Audio :: 4/4 :: Integration :: #pf 60aea2116905a6000136901e #pf 60c9308ef7cffb0001674132
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.


#ROBOMERGE-SOURCE: CL 16682710 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16682731 by dan thompson in ue5-release-engine-test branch]
2021-06-15 20:30:02 -04:00
david harvey
b186dd15e4 non-unity fix
#rb trivial
#jira none
#rnx

#ROBOMERGE-SOURCE: CL 16641229 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v831-16623017)

[CL 16641242 by david harvey in ue5-release-engine-test branch]
2021-06-11 10:31:02 -04:00
aurel cordonnier
25a11deeac Merge from Release-Engine-Staging @ 16579919
This represents UE4/Main @ 16579691 and Dev-PerfTest @ 16579576

[CL 16581170 by aurel cordonnier in ue5-release-engine-test branch]
2021-06-07 20:09:45 -04:00
christopher waters
ba85da217b Implementing RHIGetNativeCommandBuffer for D3D11RHI, returns the immediate context.
#jira UE-115087
#rb james.doverspike, mihnea.balta
#preflight 60b798a98e7ee10001c58424

[CL 16537530 by christopher waters in ue5-main branch]
2021-06-02 14:47:32 -04:00
Arne Schober
bbfa598383 U5 - fix missing IsInRHIThread checks after mofing Resource deletes to the RHI thread.
[CL 16536167 by Arne Schober in ue5-main branch]
2021-06-02 12:55:01 -04:00
christopher waters
e61decf5cc Add more info to crashes when no UB is bound.
#jira UE-115087
#rb mihnea.balta
#preflight 60b6c22d4d507d00019551c5

[CL 16534451 by christopher waters in ue5-main branch]
2021-06-02 10:48:18 -04:00
graham wihlidal
51e614d6fe Integrated AMD AGS 6.0.1. This has the stabilized ABI for RenderDoc w/ vendor extensions.
#rb yuriy.odonnell, andrew.lauritzen
[FYI] jason.stewart, brian.karis

#ROBOMERGE-SOURCE: CL 16527404 in //UE5/Private-Frosty/...
#ROBOMERGE-BOT: STARSHIP (Private-Frosty -> Main) (v826-16501804)

[CL 16527452 by graham wihlidal in ue5-main branch]
2021-06-01 21:32:41 -04:00
christopher waters
4de72a539a Adding PixelFormat Capability flags.
#jira none
#rb kenzo.terelst, luke.thatcher, mihnea.balta
#preflight 60b060f17e4e6a0001a305e9

[CL 16498262 by christopher waters in ue5-main branch]
2021-05-28 00:44:01 -04:00
aurel cordonnier
43fa62fcd8 Merge from Release-Engine-Test @ 16487383 to UE5/Main
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16488106 by aurel cordonnier in ue5-main branch]
2021-05-27 13:40:37 -04:00
christopher waters
02fe0df0fd ETextureCreateFlags enum class.
#jira none
#rb luke.thatcher
#preflight 60abd0c758f02e00017a2196

[CL 16438084 by christopher waters in ue5-main branch]
2021-05-24 14:25:19 -04:00
christopher waters
f872e769eb Before shutting down and deleting the Dynamic RHI, flush any potential queued commands.
PipelineStateCache specifically can now enqueue commands but this should also catch any other uses before here.
Adding explicit Command List argument to FRHIResource::FlushPendingDeletes to a) emphasize that it enqueues commands and b) allow the caller the option to flush the command list afterwards.

#jira none
#rb Arne.Schober
#preflight 60a6c7f60569f300012d6d01

[CL 16411660 by christopher waters in ue5-main branch]
2021-05-20 18:24:37 -04:00
christopher waters
d1f02225a4 Adding support for R32_FLOAT depth buffers.
#jira UE-85382
#rb brian.white, will.damon, mihnea.balta
#fyi andrew.lauritzen
#preflight 609de73fbfbee500013afd47

[CL 16330130 by christopher waters in ue5-main branch]
2021-05-14 11:17:41 -04:00
aurel cordonnier
8eebe8841f Merge UE5/RET @ 16305968 to UE5/Main
This represents UE4/Main @ 16261013 and Dev-PerfTest @ 16259937

[CL 16306996 by aurel cordonnier in ue5-main branch]
2021-05-12 18:10:03 -04:00
Arne Schober
1ee9c88b3b U5 - deletion of RHIResources is not happening on the RenderingThread anymore
[CL 16301883 by Arne Schober in ue5-main branch]
2021-05-12 13:24:37 -04:00
Arne Schober
8384913873 U5 - Fix D3d11 validation error when clearing large buffers that would run into a ComputeShader Threadgroup limitation.
[CL 16265499 by Arne Schober in ue5-main branch]
2021-05-11 03:24:16 -04:00
Arne Schober
b2b27bcd1f U5 - Delete Resources on the RHI Thread to fix layering violation
[CL 16246026 by Arne Schober in ue5-main branch]
2021-05-09 23:20:16 -04:00
christopher waters
56bc1c51f1 Switching FRHIResourceInfo::Name to be FName instead of FString to prevent excessive allocations.
Adding usage text to rhi.DumpResourceMemory.
Tweaking rhi.DumpResourceMemory output to be more explicit with the number of items shown.

#jira none
#rb kenzo.terelst
#preflight 60917d13a370e100017d3813

[CL 16197762 by christopher waters in ue5-main branch]
2021-05-04 15:12:36 -04:00