Commit Graph

198 Commits

Author SHA1 Message Date
Dmitriy Dyomin
f7dffe9f57 Fixed: A few issues with depth access in a mobile renderer
Make SceneDepthAux a platform constant configuration, it can't depend on runtime vars
#rb none
#preflight 635e4bed1b41d36d48d26061

[CL 22854614 by Dmitriy Dyomin in ue5-main branch]
2022-10-30 08:26:11 -04:00
aleksander netzel
c07eb3fff0 Initial support for switching ray tracing on/off at runtime:
* Split IsRayTracingEnabled() into 2 parts: IsRayTracingEnabled() which can be changed at runtime and IsRayTracingAllowed() for checking if ray tracing can be enabled.
* r.Raytracing can now have following values: 0 - disabled, 1 - enabled all the time, 2 - enabled dynamic
* When ray tracing is dynamic, RayTracingGeometryManager will collect all FRayTracingGeometry and allocate/release RHI objects as needed depending on if ray tracing is enabled or not.
* Ray tracing can be switched on/off with r.Raytracing.Enable (default is 1).
* Add support to most features used in CitySample/Lyra for switching ray tracing at runtime.
* TODO: Hair geometries are not yet released.

#rb yuriy.odonnell
#preflight 634feac68176062ea7da933f

[CL 22622885 by aleksander netzel in ue5-main branch]
2022-10-19 09:00:41 -04:00
arciel rekman
e88f4f1f97 Fix too frequent FindConsoleVariables calls.
#rb Rolando.Caloca
[REVIEW] [at]Rolando.Caloca
#jira none
#preflight none

[CL 22462772 by arciel rekman in ue5-main branch]
2022-10-11 14:57:12 -04:00
arciel rekman
ddaa5d200b Fix MSAA being broken in forward (UE-166561).
#rb Rob.Srinivasiah
#jira UE-166561
[REVIEW] [at]Robert.Srinivasiah
#preflight 63447fd57045f13c96dd35d8

[CL 22459541 by arciel rekman in ue5-main branch]
2022-10-11 12:10:08 -04:00
ola olsson
97954ce075 Added project setting to disable per-object translucency shadows (off by default)
#jira UE-157672
#rb Sebastien.Hillaire,Krzysztof.Narkowicz
#preflight 633ad42eef77394565fe472d

[CL 22305618 by ola olsson in ue5-main branch]
2022-10-03 11:35:41 -04:00
florin pascu
b1727769aa - More than one PreviewPlatform can now use the same ShaderPlatforms
- Clean up temporary fix
- Modify UpdatePreviewPlatforms to only restrict DDSPI properties and not enable them if the preview platform doesn't have them on
#jira UE-164781
#rb Jack.Porter, Carl.LLoyd
#preflight 633608a0936ff7e3dcd02a97

[CL 22264284 by florin pascu in ue5-main branch]
2022-09-30 01:41:52 -04:00
yuriy odonnell
a7230698dd Fix spelling Plaform -> Platform
#rb Mihnea.Balta
#preflight 6335d35af76de2d4d561dbec

[CL 22263180 by yuriy odonnell in ue5-main branch]
2022-09-30 00:47:45 -04:00
yuriy odonnell
c4ad5535ec Fix GRayTracingPlaformMask initialization for preview platforms
#jira UE-163430
#preflight 632e3e8fe23e50651bb4a370
#rb zach.bethel

[CL 22262790 by yuriy odonnell in ue5-main branch]
2022-09-29 23:42:34 -04:00
David Harvey
dc21b3cdcc add missing PixelFormatToChannelFlags entry for PF_P010
- mapped to 'none', assuming it's a similar format to NV12

#rnx
#preflight skip
#fyi Luke.Thatcher, Thomas.Engel

[CL 22244938 by David Harvey in ue5-main branch]
2022-09-29 05:31:55 -04:00
luke thatcher
0c5c2b3e27 Merging //UE5/Dev-ParallelRendering (up to CL 22203289) to //UE5/Release-5.1
This change includes significant refactor work performed in //UE5/Dev-ParallelRendering. A brief summary of the work is as follows:

Refactored RHI command lists
 - Removal of the "immediate" async compute command list
 - Introduced an "active pipe" on each command list, allowing RHICmdLists to record work for either graphics or async compute. Pipes can be selected using the SwitchPipeline() function, or the FRHICommandListScopedPipeline helper.
 - New explicit command list submission RHI API (RHIFinalizeContext, RHISubmitCommandLists). The IRHICommandContextContainer type has been removed.
 - Explicit GPU submission is automatically appended to the immediate command list when it is dispatched to the RHI thread.

Platform RHI implementations
 - The new submission API has been implemented across all platforms. Some platforms required a significant refactor.

#rb Mihnea.Balta,Kenzo.Terelst
#jira UE-139550
#preflight 6332e3641003050806d802ef

[CL 22239063 by luke thatcher in ue5-main branch]
2022-09-28 21:40:05 -04:00
yuriy odonnell
9e3fc51962 Rename CVarRayTracingSM5 -> CVarRayTracingRequireSM6
No functional changes, just reflecting the name of the CVar itself (r.RayTracing.RequireSM6).

#rb none (trivial)
#jira none
#preflight 632c9313e23e50651b48caf6

[CL 22147016 by yuriy odonnell in ue5-main branch]
2022-09-22 18:05:32 -04:00
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