* For thumbnail renderers, the prototype of RenderViewFamily (which is called by all the types of thumbnail renderers) has been changed to take a non-const FSceneView* parameter (so that SetupView can be called on it) and the various GetView functions have been renamed CreateView since it more accurately depicts what the functions do (plus they return the non-const view they've created)
* UGameViewportClient::Draw was calling SetupViewFamily but not SetupView
* Made sure FSceneRenderer::ViewExtensionPreRender_RenderThread is called right before RenderThreadBegin for all code paths
* Made sure view extensions are gathered for all code paths rendering a view family
Note: BeginRenderViewFamily (i.e. game-thread), PostRenderView_RenderThread and PostRenderViewFamily_RenderThread are still not called on the non-standard code paths
#jira UE-140273, UE-140489, UE-139067, UE-140425
#rb sebastien.lussier, rob.srinivasiah
#tests EngineTests (screenshots), editor
#preflight 61fd216ae17efe76d1b49a2d
#lockdown mihnea.balta
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18884880 in //UE5/Release-5.0/... via CL 18884941 via CL 18885221
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18885607 by jonathan bard in ue5-main branch]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8700e41414fb013dd4002
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801433 in //UE5/Release-5.0/... via CL 18802090 via CL 18821511
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821594 by andrew davidson 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]
* ReflectionEnvironmentAndSky is now run on Reflection Captures to apply Movable skylight
* Movable meshes and lights are now rendered into Reflection Captures when r.AllowStaticLighting=0
#preflight 61f313bc75432e9e8e64840f
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18767566 in //UE5/Release-5.0/... via CL 18767582 via CL 18767664
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18767678 by daniel wright in ue5-main branch]
FLinearColor has also been modified to make any double->float conversions explicit. Previously all 3D TVector versions were allowed to be implicit and thus could convert TVector<double> => FLinearColor => TVector4<float>.
Fixed up all engine and game casts. Added "//LWC_TODO: precision loss" around any explicit casts that previously were silently explicit and we may need to revisit for precision loss analysis.
#jira UE-122085
#rb Ben.Ingram, Andrew.Davidson
#preflight 61f24af473238441cb7bb0f1
#ROBOMERGE-AUTHOR: zak.middleton
#ROBOMERGE-SOURCE: CL 18751249 in //UE5/Release-5.0/... via CL 18751253 via CL 18751319
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18751326 by zak middleton in ue5-main branch]
Add a new CVar �r.ReflectionSkyLightCapture.EnableLightFunctions� to resolve this issue.
#jira UE-137484
#rb Sebastien.Hillaire
#preflight 61eb0249731e3b40889a9819
#ROBOMERGE-AUTHOR: tiantian.xie
#ROBOMERGE-SOURCE: CL 18693023 in //UE5/Release-5.0/... via CL 18693250 via CL 18693412
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18693548 by tiantian xie in ue5-main branch]
#ushell-cherrypick of 16988229 by zach.bethel
#rb Zach.Bethel, Brian.White
#jira UE-119712
#swarm https://p4-swarm.epicgames.net/reviews/16988240/v1/
#pf 6101d11dff10730001d2ede8
#ROBOMERGE-SOURCE: CL 16990256 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)
[CL 16990258 by brian white in ue5-release-engine-test branch]
- Added ERDGBuilderFlags::AllowParallelExecute to tag specific builders to attempt parallel execution. This avoids cases where small graphs fork tasks and end up causing contention. Only the main scene render graphs are tagged.
- Moved RHI transition creation to an async task.
- Moved parallel execute setup and dispatch to an async task.
- Fixed RDG draining asserts using a short-term workaround by tagging relevant scene textures as non-transient.
- Deprecated RDG AddPass utilities without names and fixed up last remnants.
- Enabled parallel RDG execution by default.
[FYI] christopher.waters
#ROBOMERGE-SOURCE: CL 16925941 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16925957 by zach bethel in ue5-release-engine-test branch]
This avoids a long stall on mesh draw command recording tasks at the end of the frame and saves about .1 ms of work off the render thread.
#jira UE-114622
#rb luke.thatcher
[CL 16419616 by zach bethel in ue5-main branch]