Commit Graph

8074 Commits

Author SHA1 Message Date
christopher waters
4b9e68073c Deprecating RHICreateTexture2D and RHICreateTextureExternal2D.
#jira none
#rb zach.bethel
#preflight 627a6ec010766ef8c1f54f1e

[CL 20129702 by christopher waters in ue5-main branch]
2022-05-10 17:13:37 -04:00
rune stubbe
623a28ee1e Nanite SW raster optimizations
Bake viewport and subpixel transforms into matrix to save ALU and VGPRs
Changed group size back to 64 for non-masked
#rb graham.wihlidal
#preflight 627a9b2fe713fc6e2c52c9bf

#ROBOMERGE-AUTHOR: rune.stubbe
#ROBOMERGE-SOURCE: CL 20125493 via CL 20125504 via CL 20125508
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20128642 by rune stubbe in ue5-main branch]
2022-05-10 16:03:57 -04:00
zach bethel
2156756315 Replaced use of CopyToResolveTarget with CopyTexture.
#preflight 627a90ff7e5f24d1edd73422
#rb luke.thatcher, jason.hoerner

[CL 20127337 by zach bethel in ue5-main branch]
2022-05-10 14:47:34 -04:00
krzysztof narkowicz
6de3b495da Lumen - removed UE_RAY_TRACING_LIGHTWEIGHT_CLOSEST_HIT_SHADER from Lumen as now it's superseded by inline tracing
[FYI] Yuriy.Odonnell

#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 20121810 via CL 20121831 via CL 20121839
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20122801 by krzysztof narkowicz in ue5-main branch]
2022-05-10 10:23:31 -04:00
jeannoe morissette
b5e37e68b3 VulkanRHI: Match the behavior of other IndrectDraw arg construction in ShaderDebug (character, widget) and cap it to the max value. Fixes rare Vulkan crash because of incorrect instance count in line indirect draw.
#rb Mihnea.Balta
#jira UE-151203
#preflight 62796ec2a35fb5cb3f5736c4

[CL 20122036 by jeannoe morissette in ue5-main branch]
2022-05-10 09:18:43 -04:00
Ray Tran
3c3014dbf0 2 static analysis fixes and re-add needed initialization code that was mistakenly removed
#jira UE-151027, UE-151028
#rb trivial
#fyi Charles.deRousiers
#preflight 627a3f8bfc07e0a9b4ec54b4

[CL 20120507 by Ray Tran in ue5-main branch]
2022-05-10 06:53:32 -04:00
zach bethel
a574adf6d5 Deprecated RHICreateTargetableShaderResource utility method, since it's not actually used to create multisampled resources. Removed instances where it appeared multiple textures were being created, but only one was actually created. Cleaned up FTextureRenderTargetResource derived classes to use TextureRHI and TextureRenderTargetRHI.
#preflight 62798ef94561731dbe14105b
#rb christopher.waters

[CL 20113900 by zach bethel in ue5-main branch]
2022-05-09 19:27:51 -04:00
john huelin
95c1680b6e Fix DrawCallCount per pass not working when multithreaded RHI command recording is enabled.
[REVIEW]
#rnx

#ROBOMERGE-OWNER: john.huelin
#ROBOMERGE-AUTHOR: john.huelin
#ROBOMERGE-SOURCE: CL 20105654 via CL 20105671 via CL 20107113 via CL 20107146
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20110543 by john huelin in ue5-main branch]
2022-05-09 16:35:01 -04:00
krzysztof narkowicz
c9983ad7b0 Lumen - fixed GEnsureOnNANDiagnostic assert
#jira UE-151302

#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 20102244 via CL 20102265 via CL 20102288
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20108857 by krzysztof narkowicz in ue5-main branch]
2022-05-09 15:20:44 -04:00
florin pascu
ac6afe8713 Scene Captures are going to be used as textures and sampled in the main scene, so they must remain unflipped.
#rb Allan.Bentham
#preflight 6278fe66822bdc69f0fad9a0

#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 20101376 via CL 20101399 via CL 20101452 via CL 20101466
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20108679 by florin pascu in ue5-main branch]
2022-05-09 15:15:12 -04:00
guillaume abadie
9aa9e2f14a Uses a Texture2DArray for Debug.TSR.* textures
#preflight 6274b51ade15651eeb4ffef5

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 20073343 via CL 20073349 via CL 20073355
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20105784 by guillaume abadie in ue5-main branch]
2022-05-09 13:33:38 -04:00
Sebastien Hillaire
480e27f84d Fix for translucent shadow stencil being broken with Strata due to stencil not being in a correct start from the start.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62794911822bdc69f01e4b9f
#fyi charles.derousiers

[CL 20105783 by Sebastien Hillaire in ue5-main branch]
2022-05-09 13:33:36 -04:00
Ola Olsson
5d28b0aa59 Make FLightSceneInfo not derive FRenderResource as this is no longer needed (post RDG conversion of capsure shadows, CL 16971682)
#rb tiago.costa
#preflight 62793cba7a7883bdcb06ee86

[CL 20104499 by Ola Olsson in ue5-main branch]
2022-05-09 12:25:17 -04:00
carl lloyd
192abb6ebb Changed PLS to require ARM framebuffer depth/stencil fetch on OpenGL
#jira UE-145425, UE-145424
#rb Jack.Porter
#fyi Wei.Liu
#preflight 627910784561731dbeee9c30

[CL 20101739 by carl lloyd in ue5-main branch]
2022-05-09 09:28:57 -04:00
Wei Liu
24ad7d27c8 Fix a bug of bloom intensity been applied twice.
#jira  UE-151247

#rb Dmitriy.Dyomin
#preflight 62787b554d39623ee67c2fe5

[CL 20099659 by Wei Liu in ue5-main branch]
2022-05-08 22:29:02 -04:00
Stu McKenna
5de4d156f1 - Fix for OOB access of PrimitiveFadeUniformBufferMap
#fyi tim.doerries
#jira none
#rnx
#preflight 62758f0ef27a22404d1f47c5

[CL 20085598 by Stu McKenna in ue5-main branch]
2022-05-06 17:27:56 -04:00
zach bethel
1a6dbc061d Deprecated FRDGBufferDesc::EUnderlyingType
#preflight 62756de8d8373707f22a6144
#rb christopher.waters

[CL 20082899 by zach bethel in ue5-main branch]
2022-05-06 15:44:23 -04:00
Sebastien Hillaire
5587a7eee0 Strata - draw/dispatch complex wave first in order to have longer wave dispatch first, potentially increasing gpu work overlap and reducing long empy work tail.
All of them for good measure.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62756d43c8382bead6b2191c
#fyi charles.derousiers

[CL 20082092 by Sebastien Hillaire in ue5-main branch]
2022-05-06 15:08:26 -04:00
tim doerries
d11f348beb Fix for "Distance Cull Fade Node on Material does not work with Skeletal Mesh"
#jira UE-149933
#rb kevin.ortegren, jason.nadro, mihnea.balta
#rnx
#preflight 6273ef2eca0ad32a967fda0e
#fyi mihnea.balta, jason.nadro

[CL 20073555 by tim doerries in ue5-main branch]
2022-05-06 05:36:36 -04:00
krzysztof narkowicz
b7651cd97e Lumen - compact offscreen HWRT shadow trace
Shadow map sampling pass outputs a compacted trace list, which is then picked up by the offscreen shadow trace pass. This increases occupancy of the tracing pass and improves performance.

FortGPUTestBed on console:
Overall pass time 0.92ms -> 0.80ms
0.15ms faster tracing
0.02ms extra time for compacting + barrier to indirect arg setup

Similar changes to SDF tracing didn't improve performance. Also changed SpliceCardPagesIntoTilesCS to output more coherent tile lists.

[FYI] Daniel.Wright

#ROBOMERGE-AUTHOR: krzysztof.narkowicz
#ROBOMERGE-SOURCE: CL 20060853 via CL 20060995 via CL 20061047
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20062778 by krzysztof narkowicz in ue5-main branch]
2022-05-05 15:15:54 -04:00
Charles deRousiers
49b40e1e96 Add optional async support for Strata classification pass (enabled by default).
Save 0.08ms on simple case on last gen platform.

#rb none
#jira none
#preflight 62741a15021adeb35cb29fd7
#fyi sebastien.hillaire

[CL 20062542 by Charles deRousiers in ue5-main branch]
2022-05-05 15:00:34 -04:00
guillaume abadie
3d91d238ca Fixes crash in TSR when switching r.TSR.History.HighFrequencyOnly
#preflight 62738726c04406dfea71c368

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 20055534 via CL 20055552 via CL 20055557
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20061013 by guillaume abadie in ue5-main branch]
2022-05-05 14:06:16 -04:00
andrew lauritzen
14db6fec95 Update dynamic primitives to use payload encoding function
#rb ola.olsson
#preflight 627408f303269096abcd5353

[CL 20060881 by andrew lauritzen in ue5-main branch]
2022-05-05 14:02:57 -04:00
Charles deRousiers
6e019d0faf Reverse strata tile scheduling from complex to simple in order to have long wave earlier when rendering lighting.
#rb none
#jira none
#fyi sebastien.hillaire
#preflight 6273fd2e2e58cb727df35672

[CL 20059820 by Charles deRousiers in ue5-main branch]
2022-05-05 12:55:45 -04:00
jason hoerner
0d8f039883 Multi-view multi-gpu, scene rendering perf improvements for Virtual Production.
* Fence wait for cross GPU resource transfers can now be deferred.  Moved the wait for view family render target transfers to the end of all view family rendering.  Saves a few ms GPU in stalls in the Valley project.  The fence wait is marked with a different GPU stat scope, so it can be differentiated from the transfer workload.
* Ray tracing scene update now runs once, for the first view family only.  Saves around 1.2 ms GPU when three views are present.
* Added logic to sort the largest view families to run first, which tend to be the inner frustum, and are usually the bottleneck for the entire frame.  This improves scheduling, saving around 1.0 ms GPU.
* Avoid CPU stalls where Render Thread waits on RHI Thread, by only running "SetFlushResourcesRHI()" on the first view family.  Can save multiple ms when CPU bound.

This is part of ongoing multi-view-family scene render refactor work, where these improvements were made possible by the refactor.

#jira none
#rnx
#rb zach.bethel jason.nadro
#preflight 6272cef4ec1566a7062f20c4

[CL 20059593 by jason hoerner in ue5-main branch]
2022-05-05 12:33:00 -04:00