Commit Graph

5714 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
johan torp
6d9cece365 Fix mismatching Malloc / delete
#rb paul.chipchase
#udn 00355521
#preflight 6139cdf84e83140001f58589

#ROBOMERGE-AUTHOR: johan.torp
#ROBOMERGE-SOURCE: CL 17470167 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17470183 by johan torp in ue5-release-engine-test branch]
2021-09-09 05:57:34 -04:00
wei liu
3ab8fb9fe0 Fix a bug of depthstencil exclusive flag after full depth prepass.
#jira none

#rb Dmitriy.Dyomin
#p4v-preflight-copy 17435562

#ROBOMERGE-AUTHOR: wei.liu
#ROBOMERGE-SOURCE: CL 17468485 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17468486 by wei liu in ue5-release-engine-test branch]
2021-09-09 01:57:28 -04:00
jeremy moore
e0e56ca2c1 #jira UE-125240
Always translate primitive ID for use by mesh draw commands.
Fixes regression from 17093848 which meant that we sometimes earlied out from TranslatePrimitiveId() for a deferred translate that no longer happens.
#preflight 6139374fd9c85a00018dae0e
#rb dmitriy.dyomin

#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17466025 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17466057 by jeremy moore in ue5-release-engine-test branch]
2021-09-08 20:06:34 -04:00
dyanikoglu
6e8ba897e2 PR #8372: Fix Lightmap Density Optimization View's Shader Parameter Size Assertion caused by LWC (Contributed by dyanikoglu)
#jira UE-125903

#ROBOMERGE-AUTHOR: julien.stjean
#ROBOMERGE-SOURCE: CL 17460693 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17460712 by dyanikoglu in ue5-release-engine-test branch]
2021-09-08 13:26:34 -04:00
chris kulla
3e9c80303d Implement BxDF energy conservation for the path tracer
Implement basic energy conservation using albedo tables of the GGX and cloth lobes. Reflection and refraction are tabulated independently.

Also provide analytic approximations for the reflection case if a tabulation is not convenient. If a good analytic approximation for the glass case can be found (requires a 3D fit), we should remove the tabulated implementation which was done mainly to provide a baseline.

The albedo table is also used to improve lobe selection probabilities, which improves sampling of the clearcoat case in particular.

Refactored how the path tracer's internal view state data is stored to keep the structure details fully hidden inside PathTracing.cpp

#rb Patrick.Kelly
#preflight 613814072d09b900014699c9

#ROBOMERGE-AUTHOR: chris.kulla
#ROBOMERGE-SOURCE: CL 17452976 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17452996 by chris kulla in ue5-release-engine-test branch]
2021-09-07 22:23:36 -04:00
jeremy moore
57a33b6682 Fix condition for moving depth pre pass draw batches to velocity+depth pass.
Should match the logic for velocity mesh processor which is an AND of velocity conditions not an OR.
#rb none
#p4v-cherrypick 17452727

#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 17452903 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17452911 by jeremy moore in ue5-release-engine-test branch]
2021-09-07 22:07:23 -04:00
zach bethel
6c4723c02f Renamed SceneColorMobile / SceneColorDeferred to SceneColor.
#jira UE-125217
#rb trivial

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 17447667 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17447704 by zach bethel in ue5-release-engine-test branch]
2021-09-07 14:10:14 -04:00
josie yang
742d1c2a03 Morph target engine modifications for 3rd party plugin
[FYI] alexis.matte, brian.white, christopher.waters, mihnea.balta, rolando.caloca, will.damon, halfdan.ingvarsson, kevin.ortegren

#ROBOMERGE-AUTHOR: josie.yang
#ROBOMERGE-SOURCE: CL 17444191 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17444481 by josie yang in ue5-release-engine-test branch]
2021-09-07 10:20:14 -04:00
yujiang wang
c0d163aa99 Ray tracing per instance culling
#rb juan.canada
#preflight 6136ac83bdfce00001eee3ab

#ROBOMERGE-AUTHOR: yujiang.wang
#ROBOMERGE-SOURCE: CL 17443456 via CL 17444023
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17444038 by yujiang wang in ue5-release-engine-test branch]
2021-09-07 09:40:20 -04:00
florin pascu
36de4878df Workaround for Editor deadlock in material editor while in Mobile Preview
#jira UE-123665
#rb Dmitriy.Dyomin
#preflight 6136ee109c40ec0001de27f5

#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 17441770 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17441782 by florin pascu in ue5-release-engine-test branch]
2021-09-07 02:53:03 -04:00
yangke li
abb9346236 add ARM ASTC Encoder, support HDR profile, add astc hdr pixel format for opengl, vulkan and metal
todo:  hdr decode at runtime when astc hdr not supported
needs to figure out why ARM Encoder is much slower than ISPC, use ARM only for HDR Textures might be a good compromise.
#jira UE-119388

#ROBOMERGE-AUTHOR: yangke.li
#ROBOMERGE-SOURCE: CL 17441496 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17441499 by yangke li in ue5-release-engine-test branch]
2021-09-07 01:24:23 -04:00
guillaume abadie
cdb11896a2 Reduces noise when history rejecting on noisy input
#rb none
#preflight 61364c689c40ec0001c35677

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17440001 via CL 17440123
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17440133 by guillaume abadie in ue5-release-engine-test branch]
2021-09-06 16:11:26 -04:00
charles derousiers
b7b3481943 Add debug display for hair tangent vector (strands/cards/meshes).
#rb none
#preflight 61361dac9c40ec0001b10b81

#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 17438402 via CL 17439839
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17439948 by charles derousiers in ue5-release-engine-test branch]
2021-09-06 15:24:20 -04:00
charles derousiers
7ea3850858 * Fix missing clear on scene velocity texture, when hair strands is the first pass to write to it.
* Change velocity pass to use hair tile data.

#rb none
#preflight 6135c614bf137d0001e0030e

#ROBOMERGE-OWNER: charles.derousiers
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 17436513 via CL 17439765
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17439768 by charles derousiers in ue5-release-engine-test branch]
2021-09-06 15:16:18 -04:00
charles derousiers
45eded28a5 * Fix shader debug default resources
* Enable shader draw debug on a wider range of platform.

#rb none
#preflight 6135c5e9e7eda30001f8e4f4
[FYI] ola.olsson

#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 17436486 via CL 17439512
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17439521 by charles derousiers in ue5-release-engine-test branch]
2021-09-06 13:54:18 -04:00
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
wei liu
69874be8ff Fix a bug of incorrect depthstencilaccess flag in mobile multi-view rendering
#jira none

#rb Dmitriy.Dyomin

#ROBOMERGE-SOURCE: CL 17433044 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v868-17431974)

[CL 17433051 by wei liu in ue5-release-engine-test branch]
2021-09-04 20:43:56 -04:00
krzysztof narkowicz
1e63b969f1 Lumen - when merging cards don't create cards for unused directions. Saves 1% of 4k atlas in Sandbox.
#preflight 61328985bf137d000197f30e

#ROBOMERGE-SOURCE: CL 17426596 via CL 17427851
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17427859 by krzysztof narkowicz in ue5-release-engine-test branch]
2021-09-03 18:30:45 -04:00
krzysztof narkowicz
e2676236fb Fixed Lumen Card Visualization Crash
#preflight 61325fbb17a8610001f9f809

#ROBOMERGE-SOURCE: CL 17424579 via CL 17425577
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17425593 by krzysztof narkowicz in ue5-release-engine-test branch]
2021-09-03 15:30:52 -04:00
ola olsson
240d9200d9 CIS fix for LWC types in GPUScene debug shader parameters
#rb none
#preflight nope

#ROBOMERGE-SOURCE: CL 17423677 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17423696 by ola olsson in ue5-release-engine-test branch]
2021-09-03 12:53:38 -04:00
daniel wright
e817598bb1 Support for Lumen Reflections to use Radiance Cache for distant lighting, disabled for now
* When generating reflection rays, also store off the distance to the Radiance Cache lookup, depending on roughness
* On ray miss, interpolate from the Radiance Cache
* New cvars r.Lumen.Reflections.RadianceCache and r.Lumen.Reflections.RadianceCache.AngleThresholdScale
* Translucency reflections fall back to unshadowed skylight when out of range of Lumen Radiance Cache
* Removed FRGSRadianceCacheParameters workaround now that Radiance Cache parameters are float4 aligned
* Disabled Radiance Cache unmapped probe debug color
* r.Lumen.Reflections.MaxRayIntensity now applies to HW Ray Tracing
#preflight 6131aa390380e70001be41a5

#ROBOMERGE-SOURCE: CL 17421609 via CL 17423490
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17423565 by daniel wright in ue5-release-engine-test branch]
2021-09-03 12:45:39 -04:00
christopher waters
6c4b4a91a4 Adding a required StencilRef argument to SetGraphicsPipelineState.
#jira none
#rb zach.bethel, mihnea.balta, florin.pascu
#preflight 61312f4a79ce170001d4a79e

#ROBOMERGE-SOURCE: CL 17422777 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
#ROBOMERGE[bot1]: emt

[CL 17422941 by christopher waters in ue5-release-engine-test branch]
2021-09-03 12:04:52 -04:00
ola olsson
40f1e29cc5 Add basic GPU-Scene instance debug rendering
#rb charles.derousiers
#preflight 6131f9ee17a8610001eca467

#ROBOMERGE-SOURCE: CL 17418618 via CL 17422350
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17422616 by ola olsson in ue5-release-engine-test branch]
2021-09-03 11:52:48 -04:00
yuriy odonnell
f86c462cf7 Use a shader constant to control back face culling in ray traced shadow shader instead of permutation.
#rb Juan.Canada
#preflight 6131d845e7eda3000195ded7

#ROBOMERGE-SOURCE: CL 17418008 via CL 17422281
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)

[CL 17422575 by yuriy odonnell in ue5-release-engine-test branch]
2021-09-03 11:51:19 -04:00