Guillaume Abadie
61d78d391f
Removes the store action on the render target binding that is just redondant.
...
#rb zach.bethel
[CL 7562289 by Guillaume Abadie in Dev-Rendering branch]
2019-07-23 14:26:29 -04:00
Guillaume Abadie
cbdc361c0b
Extends FRDGTextureSRVDesc to all capabilities of the RHI
...
#rb zach.bethel
[CL 7443969 by Guillaume Abadie in Dev-Rendering branch]
2019-07-18 19:08:07 -04:00
zach bethel
92073af9c8
Remove ERDGPassFlags::None and ERenderGraphPassFlags.
...
#rb none
#fyi guillaume.abadie
#jira none
[CL 7328560 by zach bethel in Dev-Rendering branch]
2019-07-16 18:13:25 -04:00
Guillaume Abadie
7e32eb21dd
Improves visualise texture tool with more information on the draw event of the pass and avoid capturing resource with undesired mip level.
...
#rb none
#fyi zach.bethel
[CL 7208096 by Guillaume Abadie in Dev-Rendering branch]
2019-06-28 21:53:33 -04:00
Ben Ingram
93ab992fb7
#jira UE-75534
...
Add R32_UINT texture visualizer
#lockdown marcus.wassmer
#rb none
[CL 6863599 by Ben Ingram in Dev-Rendering branch]
2019-06-06 13:29:41 -04:00
Rolando Caloca
a71b641115
DR - Deprecate FSamplerStateRHIParamRef
...
#rb none
[CL 6595052 by Rolando Caloca in Dev-Rendering branch]
2019-05-21 10:37:48 -04:00
Guillaume Abadie
4330c702ec
Implements r.VisualizeTexture.AllowBlinking to be able to turn off the blinking on NaNs and INFs that is not helping for the eyes.
...
#rb none
[CL 6090139 by Guillaume Abadie in Dev-Rendering branch]
2019-04-24 19:39:32 -04:00
Rolando Caloca
932a718f97
DR - Merging //UE4/Dev-Main@5196773 to Dev-Rendering (//UE4/Dev-Rendering)
...
#rb none
#rnx
[CL 5208164 by Rolando Caloca in Dev-Rendering branch]
2019-02-26 16:43:29 -05:00
Guillaume Abadie
d1e6c6626e
Adds missing viewport FIntRect on FPixelShaderUtils::AddFullscreenPass()
...
#rb none
[CL 4902066 by Guillaume Abadie in Dev-Rendering branch]
2019-02-05 14:52:02 -05:00
Marcus Wassmer
cbfcbbb93b
Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
...
#rb none
Should be just copyright updates
[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Rolando Caloca
1c9ffe06d9
DR - Revert all the float3->float4 conversions. Will fix properly on hlslcc
...
#rb none
#rnx
[CL 4662040 by Rolando Caloca in Dev-Rendering branch]
2018-12-14 11:54:34 -05:00
Marcus Wassmer
b5d7db3689
Copying //UE4/Dev-Rendering-HLR@4650617 to Dev-Rendering (//UE4/Dev-Rendering)
...
#rb none
[CL 4651635 by Marcus Wassmer in Dev-Rendering branch]
2018-12-11 22:25:04 -05:00
Rolando Caloca
5d68d173f8
DR - Undo 4590384
...
Some float3's have to be converted to float4's in the new resource tables due to hlslcc limitations
#rb Marcus.Wassmer
#rnx
#lockdown Marcus.Wassmer
[CL 4601827 by Rolando Caloca in Dev-Rendering branch]
2018-11-28 08:09:42 -05:00
Guillaume Abadie
efb4d7930f
Renames DummyRenderResources.h to CommonRenderResources.h
...
#rb marcus.wassmer, rolando.caloca
#lockdown marcus.wassmer
[CL 4593150 by Guillaume Abadie in Dev-Rendering branch]
2018-11-26 14:37:45 -05:00
Guillaume Abadie
67588108b9
Cherry-pick 4588285: Renames render graph builder's GetInternalTexture to QueueTextureExtraction
...
#rb daniel.wright
[CL 4588849 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 21:22:10 -05:00
Guillaume Abadie
5d9f5a9ea2
Cherry-pick 4542242: Changes FRDGBuilder::CreateParameters() to FRDGBuilder::AllocParameters()
...
#rb brian.karis
[CL 4588771 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 20:40:24 -05:00
Guillaume Abadie
207c6c0d02
Cherry-pick 4530038: Implements render graph event names and scopes to allow more precise pass name when debugging and hierarching pass names in GPU capture.
...
#rb brian.karis
[CL 4588763 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 20:33:41 -05:00
Guillaume Abadie
d123ff35c9
Cherry-pick 4529073: Adds support for the visualize texture tool in render graph.
...
This split the GVisualizeTexture in two:
* first part that capture any texture using a pixel shader, implemented using render pass, that render graph can just automatically insert where needed;
* Second part to present on screem still in Renderer module, because using things like FCanvas, requiring
Depth buffer visualization is broken, because needs to have more functionality in FRDGTextureSRVDesc.
#rb none
[CL 4588745 by Guillaume Abadie in Dev-Rendering branch]
2018-11-21 20:22:47 -05:00