Commit Graph

141 Commits

Author SHA1 Message Date
florin pascu
6eaadba834 Read r.MobileNumDynamicPointLights from platform ini instead of project cvar
Add r.MobileNumDynamicPointLights to the shader keystring
#jira UE-125928
#rb Dmitriy.Dyomin, Jack.Porter
#preflight 6139e0f4f9a522000139e1bd
#ushell-cherrypick of 17470398 by Florin.Pascu

#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 17470936 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17470965 by florin pascu in ue5-release-engine-test branch]
2021-09-09 07:02:01 -04:00
carl lloyd
a0d85084b1 Added support for padding attribute locations automatically for OpenGLES
Fixed OpenGLES preview

#rb Lukas.Hermanns

#ROBOMERGE-AUTHOR: carl.lloyd
#ROBOMERGE-SOURCE: CL 17460403 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17460416 by carl lloyd in ue5-release-engine-test branch]
2021-09-08 13:00:48 -04:00
rolando caloca
17e13e521b UE5 - Remove some hlslcc vestiges from Vulkan
#rb Dmitriy.Dyomin, Lukas.Hermanns, jeannoe.morissette

#ROBOMERGE-SOURCE: CL 17369648 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17369655 by rolando caloca in ue5-release-engine-test branch]
2021-08-31 12:04:32 -04:00
christopher waters
9996d7091b Allowing r.Shaders.Optimize to be set per-platform.
#jira none
#rb arciel.rekman
#preflight 611d13819db7df00012bf70a

#ROBOMERGE-SOURCE: CL 17222081 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17222084 by christopher waters in ue5-release-engine-test branch]
2021-08-18 16:52:12 -04:00
christopher waters
1c21a5489c Shader symbol terminology changes
- Splitting symbol generation and shader "debug info" generation into two different cvars. This should now allow us to generate symbols post-packaging without generating different shader variants. This should also enable us to always generate symbols and still have the final deduplicated shader sizes.
- r.Shaders.Symbols is now the primary way to enable shader symbols for debugging.
- r.Shaders.GenerateSymbols can be enabled to always generate symbols without writing them to disk.
- r.Shaders.WriteSymbols can be used to force write symbols if they were previously generated.
- r.Shaders.ExtraData can be used to generate shader names for engine runtime systems to use.
- NotifyShaderCooked replaced with NotifyShaderCompiled, prep for upcoming non-cook symbol writing.
- PC DXC shader compiles should only generate debug info when requested, not all the time.
- PC FXC shader compiles should generate debug info when requested, not just when r.Shaders.Optimize is 0.

#jira none
#rb arciel.rekman, lukas.hermanns
#preflight 611ad9035e737200015992db

#ROBOMERGE-SOURCE: CL 17186155 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17186162 by christopher waters in ue5-release-engine-test branch]
2021-08-16 23:18:23 -04:00
yuriy odonnell
fa14d532ba Merging pull requests to improve rendering determinism through more stable draw sorting.
* Use a shader code hash instead of sorting by shader pointer in CalculateBasePassMeshStaticSortKey()
* Added a serial number to UPrimitiveComponent, which is generated in OnRegister() and then used in FPrimitiveArraySortKey as an extra sort key.

Contributed by andrewtop-cruise.

#github 7934
#github 8273
#preflight 61128303afd67e0001e7a14b
#rb Arciel.Rekman

#ROBOMERGE-SOURCE: CL 17150851 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17150861 by yuriy odonnell in ue5-release-engine-test branch]
2021-08-12 08:35:25 -04:00
graham wihlidal
5eea21442d Refactored mesh shader RHI abstraction into tiers, allowing various platforms to correctly check for optional features (like primitive attribute support)
[FYI] christopher.waters, luke.thatcher, eric.mcdaniel
#preflight 61143a4c9c7bb10001f06277

#ROBOMERGE-SOURCE: CL 17143667 via CL 17143685
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17143691 by graham wihlidal in ue5-release-engine-test branch]
2021-08-11 18:29:54 -04:00
carl lloyd
f2a628b2a6 Added packed UB support to DXC and fixed bugs
#rb Lukas.Hermanns

#ROBOMERGE-SOURCE: CL 17133860 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v855-17104924)

[CL 17133863 by carl lloyd in ue5-release-engine-test branch]
2021-08-11 07:11:25 -04:00
florin pascu
4eb62c93ed Remove MOBILE_PROPAGATE_ALPHA shader define
Temporary remove premultiply alpha
FXAA luminance calculation moved from tonemapper to FXAA when MobilePropagateAlpha enabled
#rb Dmitriy.Dyomin
#jira none
#preflight 610c117c6b1f8c0001720cfb

#ROBOMERGE-SOURCE: CL 17074095 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v853-17066230)

[CL 17074105 by florin pascu in ue5-release-engine-test branch]
2021-08-05 15:22:21 -04:00
wei liu
4663783554 Make mobile HQ BRDF to be enabled per material instead of globally.
#jira none

#rb Dmitriy.Dyomin
#preflight 61092dc603d30300012d54ea

#ROBOMERGE-SOURCE: CL 17029260 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v845-17028103)

[CL 17029268 by wei liu in ue5-release-engine-test branch]
2021-08-03 09:05:29 -04:00
arciel rekman
a09bfec58c Properly support r.ShaderPipelines when filtering out non-pipelined shader types.
- Also, include this in the DDC key.

#rb Kevin.Ortegren
[at]Jason.Nadro
#jira UE-117881

#ROBOMERGE-SOURCE: CL 16897479 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16897491 by arciel rekman in ue5-release-engine-test branch]
2021-07-20 11:42:43 -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
wei liu
e88d4df7d0 1. Unify the lighting calculation for both mobile deferred and forward.
2. Add an option to use high quality BRDF on mobile as the same with PC.
3. Fallback to default light shading model if it is not supported on mobile.
4. Use EnvBrdf for mobile deferred lighting pass.

#jira none

#rb Dmitriy.Dyomin
#preflight 60cdef32be81e8000118d85c

#ROBOMERGE-SOURCE: CL 16722349 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529)

[CL 16722356 by wei liu in ue5-release-engine-test branch]
2021-06-19 10:07:01 -04:00
florin pascu
5c1e32c73c RG11B10 + SceneDepthAux 16/32F + Alpha Propagate
For Forward ES31
 Default SceneColor RG11B10 + R16F\32F Depth texture
 With PropagateAlpha on RGBA16F + R16F\32F
 PostProcess we sample SceneDepthAux for Depth
For Deferred ES31
 SceneDepthAux only for Metal
 PropagateAlpha not working yet
 PostProcess we sample SceneDepthTexture for Depth

cvar to change Depth texture from 16 to 32Fr.Mobile.SceneDepthAux
cvar for AlphaPropagate r.Mobile.PropagateAlpha
#jira UE-98033
#rb Dmitriy.Dyomin, Carl.Lloyd, Jack.Porter

#ROBOMERGE-SOURCE: CL 16644095 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v833-16641396)

[CL 16644108 by florin pascu in ue5-release-engine-test branch]
2021-06-11 13:47:20 -04:00
Ola Olsson
002e8128ae Basic shader check implementation that (on SM6) just puts the line number in the payload (line/file/text is future work)
- Adds macros check, checkBufferAccess and checkStructuredBufferAccess, along with Slow-suffixed equivalents
 - A new cvar 'r.Shader.CheckLevel' which defaults to 1 (enable check but not Slow). Thus be careful when using check, if unsure use checkSlow!
 - The cvar controls macros DO_CHECK=0 and DO_GUARD_SLOW=0 that mirrow the ones in host code.
 - Note that SM6 version only works for CS and PS.

#rb charles.derousiers
#preflight 60be56fc1e21b4000177f07b

[CL 16576687 by Ola Olsson in ue5-main branch]
2021-06-07 16:16:49 -04:00
Sebastien Hillaire
59509eedb8 Added Strata backcompatibility mode (disabled multiple scattering and chan diffuse model for Lambert)
#rb none
#fyi charles.derousiers

[CL 16446384 by Sebastien Hillaire in ue5-main branch]
2021-05-25 08:20:38 -04:00
carl lloyd
9b6d231e68 Enabling DXC on Vulkan Mobile
#rb Lukas.Hermanns

[CL 16346836 by carl lloyd in ue5-main branch]
2021-05-17 05:59:00 -04:00
christopher waters
71b56ba373 Adding cross platform shader support for Mesh shaders.
#jira none
#rb luke.thatcher, kenzo.terelst
#preflight 60907ada29845700011789b0

[CL 16199921 by christopher waters in ue5-main branch]
2021-05-04 17:56:36 -04:00
christopher waters
83f70197d3 Tessellation Removal: Removing RHI Hull/Domain shader types and enums.
#rb lukas.hermanns
#jira UE-94564
#preflight 607f2e11eb4f050001d4655e

[CL 16066223 by christopher waters in ue5-main branch]
2021-04-20 17:00:25 -04:00
christopher waters
874ec853a4 Filling a few gaps in Mesh shader support. Adding ShouldCompilePermutation support to shader pipeline types to guard against unsupported shader types.
#jira none
#rb arciel.rekman
#preflight 60773f1c3f280e0001331ab8

[CL 16012256 by christopher waters in ue5-main branch]
2021-04-14 17:05:02 -04:00
daniel wright
c282ae68e5 New Lumen Project Setting: Software Tracing Mode
Renamed TraceCards -> TraceMeshSDFs in code / cvars

#ROBOMERGE-SOURCE: CL 15837163 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v785-15821902)

[CL 15837190 by daniel wright in ue5-main branch]
2021-03-25 22:09:05 -04:00
jack porter
7be32466df Fix issue with FShaderPlatformCachedIniValue reading several bool cvars as ints, disabling them if they are assigned =True in the ini file.
#jira UE-111007
#rb Wei.Liu
[FYI] Mickael.Gilabert, Florin.Pascu
#p4v-cherrypick 15734856

[CL 15734877 by jack porter in ue5-main branch]
2021-03-18 00:22:41 -04:00
Arciel Rekman
d3250fc6f9 Make shader compression a project setting and move to SCWs (UE-73155).
#rb Jason.Nadro, Lukas.Hermanns
[at]Jason.Nadro, [at]Ben.Ingram, [at]Arne.Schober, [at]Rolando.Caloca, [at]Lukas.Hermanns, [at]Danny.Couture
#jira UE-73155
#preflight 604a640053f17f0001953558

#ROBOMERGE-OWNER: Arciel.Rekman
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 15680314 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15683639 by Arciel Rekman in ue5-main branch]
2021-03-11 21:19:35 -04:00
Marc Audy
8f73cd7fa9 Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
This represents UE4/Main @ 15601601

[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
Florin Pascu
77051879b6 DistanceField Shadow Mobile(disabled by default for the moment)
#rb Dmitriy.Dyomin,Zach.Bethel, Jack.Porter
#jira UE-103864

[CL 15471024 by Florin Pascu in ue5-main branch]
2021-02-19 07:49:57 -04:00