This change is the copy-up of work from //UE5/Dev-ParallelRendering to unify the various RHI texture types
- The separate RHI texture types (FRHITexture2D, FRHITexture2DArray, FRHITexture3D, FRHITextureCube, FRHITextureCubeArray) have been replaced with a single type: FRHITexture.
- Includes the required refactoring / fixes for the various platform RHIs.
The old texture types are still supported via typedefs, but will soon be marked deprecated. Future rendering code should make use of the FRHITexture type instead.
#jira UE-139559
#rb Mihnea.Balta
#preflight 622f3af819287beb2c3047f6
#robomerge[FN_ENGINEMERGE] DEV-NC
[CL 19371962 by Luke Thatcher 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]
RHIs interface update.
Not implemented on Switch, Mac and OpenGL yet.
Tested with Strata on pc dx11/dx12, xb1 base, ps4 and ps5.
Tested wihtout Strata on pc and ps4.
ShooterGame test on PC
Mac preflight https://horde.devtools.epicgames.com/job/61b268709947f1ef980c602e
#preflight test https://horde.devtools.epicgames.com/job/61b26827b13fefb344312f11
#rb RHI, Console
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18508188 in //UE5/Release-5.0/... via CL 18508208
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18508217 by sebastien hillaire in ue5-release-engine-test branch]
- Used by the VT system to alias DXT surfaces with integer formats.
#rb Zach.Bethel
#fyi Christopher.Waters
#jira UE-114726
#preflight 60a3aca422cce000018d88ad
[CL 16369514 by Luke Thatcher 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]
- Replaced legacy transient support from RDG and replaced with new API.
- Reworked acquire / discard operations a bit and added RHI validation to track correctness.
- Reworked RDG barrier batching to include acquire / discard operations.
- Hardened render pass merging logic and expanded to support lifetime extension of transient resources.
- Added transient tag to RDG insights to track which resources are transient.
#rb luke.thatcher, kenzo.terelst
[CL 15726534 by zach bethel in ue5-main branch]