- Added resource pool counters and events.
- Added AllocatePooledBuffer method and refactored pool to no longer take a command list.
- Refactored swap chain barrier logic to be a bit cleaner.
- Added helper methods to cast between views.
- Added power of two alignment option to buffer pool.
- Added GetTypeHash implementations for RDG SRV | UAV descriptors.
#preflight 62631046006fa20b683d130f
[CL 19873407 by zach bethel in ue5-main branch]
- Deprecated legacy members from FPooledRenderTargetDesc.
- Deprecated ETextureRenderTarget and removed from RDG.
- TargetableTexture always equals ShaderResourceTexture.
- Simplified render target pool FindFreeElement.
- Create pooled buffers and textures with a known state.
#rb graham.wihlidal
#preflight 61f8488568795b2f45852274
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18796880 in //UE5/Release-5.0/... via CL 18797840 via CL 18799070
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18799188 by zach bethel in ue5-main branch]
Note: the existing versions have not been deprecated since they are more straightforward (they clear only a single mip/slice).
#rb zach.bethel
#preflight 61ef0a62ca3de856bcd670de
#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18724174 via CL 18724195 via CL 18724225 via CL 18725569 via CL 18725818
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18725830 by jonathan bard in ue5-main branch]
- preparational step to enable HZB culling of invalidations in an uniform way.
- also add FComputeShaderUtils helper to set up an indirect dispatch.
#rb andrew.lauritzen
#preflight 6130818017a8610001b0cfc7
#ROBOMERGE-SOURCE: CL 17400532 via CL 17400838
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
[CL 17400862 by ola olsson in ue5-release-engine-test branch]
Adding FRDGUploadData to create upload data directly from the GraphBuilder persistent memory.
#jira none
#rb Zach.Bethel
#preflight 60c0de551264df00015e307a
#ROBOMERGE-SOURCE: CL 16613071 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559)
[CL 16613087 by christopher waters in ue5-release-engine-test branch]
* First all cards are allocated to a temporary atlas of fixed size set by r.LumenScene.CardCaptureAtlasFactor
* After cards are captured into temporary atlas, they are compressed into final BC compressed atlas. Compression can be disabled with r.LumenScene.SurfaceCache.Compress
* Atlas clears were also converted to support clearing compressed surfaces
* Atlas capture operations work on uploaded rect list, instead of a GPU generated card list
* Renamed r.LumenSurfaceCache.* to r.LumenScene.SurfaceCache.*
* Renamed LumenSceneLighting.usf to LumenSurfaceCache.usf
* Renamed LumenScenePrefilter.cpp to LumenSurfaceCache.cpp
Cuts down VRAM memory usage by 160mb
Compression performance on console: ~0.18ms for 1M texels (~0.9ms with UAV aliasing path, which is currently disabled due to missing pieces in RHI)
[CL 16160800 by Krzysztof Narkowicz in ue5-main branch]
- Views are cached on RHI transient resources; view renames are no longer necessary.
- RHI Transient resources utilize a single cache per heap keyed off of the descriptor + offset. Resource caches and heaps are garbage collected.
- CPU performance is effectively equivalent to the existing pooled resource method.
- Added common RHI transient resource allocator implementation in RHI core; significantly reduces the amount of platform code.
- Resource aliasing overlaps are tracked by the RHI and submitted through an acquire operation.
- Fixed D3D12 implementation to support multi-GPU.
- Removed condition that excluded small (<64k) buffers in the transient allocator.
- RHI validation now checks that resource overlaps are valid; i.e. if an overlap occurs between resource A and B during an acquire of B, validation checks that A has been discarded.
#rb graham.wihlidal, luke.thatcher, kenzo.terelst
[CL 16076280 by zach bethel in ue5-main branch]