Commit Graph

46 Commits

Author SHA1 Message Date
sebastien hillaire
54cbaa476f Real time sky light capture does not accept dynamic draws. This is made clear to avoid crashes.
#rb krzysztof.Narkowicz
#jira https://jira.it.epicgames.com/browse/UE-145490
#preflight https://horde.devtools.epicgames.com/job/622f2dec505788e09ffb416b

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 19373077 in //UE5/Release-5.0/... via CL 19376179
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19376915 by sebastien hillaire in ue5-main branch]
2022-03-14 15:31:21 -04:00
Sebastien Hillaire
264b8a1022 Cloud component samples now all default to 1.
Configurable real time capture with respect to cost/latency: sky and cloud captures can be timesliced per face now.
Fixed potential issue in deprecated SetXXX fucntions.
Removed advanced tag from sample count because those are too important to hide by default.

#rb Daniel.Wright
#preflight 62206f4537049be5174a1215

[CL 19239678 by Sebastien Hillaire in ue5-main branch]
2022-03-03 02:47:58 -05:00
matt hoffman
bf1858b939 MoviePipeline: Fixed a UI warning from Sky Materials showing up in the final rendered frames, instead of just in the viewport.
#rnx
#rb Sebastien.Hillaire
#preflight 6217d0cbbd28238bde8b7092

#ROBOMERGE-AUTHOR: matt.hoffman
#ROBOMERGE-SOURCE: CL 19121722 via CL 19125024 via CL 19125035 via CL 19125059 via CL 19133520
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19155490 by matt hoffman in ue5-main branch]
2022-02-25 15:42:21 -05:00
fred kimberley
7fbfaf57c8 Require explicit constructors/casts when converting between FVector, FVector3d, and FVector3f.
#jira UE-122078
#rb Andrew.Davidson, Colin.McGinley
#preflight standard build

#ROBOMERGE-AUTHOR: fred.kimberley
#ROBOMERGE-SOURCE: CL 18817999 in //UE5/Release-5.0/... via CL 18818012 via CL 18822871
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18824721 by fred kimberley in ue5-main branch]
2022-02-02 07:59:31 -05:00
sebastien hillaire
182520211b Adapted sky and cloud to be more LWC friendly
- all sky computations are now done in translated coordinate
- clouds shadow are in translated space but thetracing is still world space so it does cause issue for position>1000000000 (to be revisited).
- Adapted Volumetric Fog, Translucent light volume, real time refelction capture, Lumen, defered light and forward shaded translucent.
- some variables have been renamed to reflect the new working space.


#rb none
#preflight https://horde.devtools.epicgames.com/job/61f85f17114ec25fe0b7acdb
#jira https://jira.it.epicgames.com/browse/UE-139796

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18806499 in //UE5/Release-5.0/... via CL 18808548 via CL 18822171
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)

[CL 18822479 by sebastien hillaire in ue5-main branch]
2022-02-02 02:45:13 -05:00
zach bethel
0143cb41fa Deprecated defunct legacy transient resource API and removed vestiges.
#preflight 61e0a87c250b9537f7837e74
#rb christopher.waters

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18607884 in //UE5/Release-5.0/... via CL 18607913 via CL 18607948
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669)

[CL 18607982 by zach bethel in ue5-main branch]
2022-01-13 17:56:22 -05:00
sebastien hillaire
ab2cbe44e7 Refactored GetVolumeShadowingShaderParameters to use the cascaded setting available on the light shadow info.
Tested with Lumen on cloud, astmosphere, translucent lighting volume and volumetric fog.

#preflight https://horde.devtools.epicgames.com/job/61dd4b42892dee612b3de9e0
#rb none
[FYI] daniel.wright

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18569935 in //UE5/Release-5.0/... via CL 18569937
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18569938 by sebastien hillaire in ue5-release-engine-test branch]
2022-01-11 04:46:17 -05:00
Marc Audy
f512a6d461 Eliminate whitespace only differences between Release-Engine-Staging and Release-Engine-Test
#fyi Aurel.Cordonnier

[CL 18448630 by Marc Audy in ue5-release-engine-test branch]
2021-12-13 15:59:48 -05:00
sebastien hillaire
107d2b33f3 Fixed skylight real time capture when there is a SceneCapture component in the scene.
#rb Alejandro.Arango
https://horde.devtools.epicgames.com/job/61a7585a6c7d8a7295fcd5cc

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18350294 in //UE5/Release-5.0/... via CL 18350301
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18350309 by sebastien hillaire in ue5-release-engine-test branch]
2021-12-02 03:07:02 -05:00
Jules Blok
4e9b294e6f Refactor APIs that use EStereoscopicPass so they take a pass type flag and view index instead
This CL ensures we don't attempt to use this enum as both a view index and a pass type flag
It also adds EStereoscopicEye to give some pre-defined meaning to the view indices

#rb Jeff.Fisher
#rb peter.tarasenko
#rb steve.smith
#preflight 619ee54b801b361978d3fd11

#ROBOMERGE-OWNER: Jules.Blok
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18291679 in //UE5/Release-5.0/... via CL 18291688
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE-CONFLICT from-shelf

[CL 18291805 by Jules Blok in ue5-release-engine-test branch]
2021-11-24 21:57:34 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
andrew davidson
57beb335f2 Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 17595295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17595306 by andrew davidson in ue5-release-engine-test branch]
2021-09-22 10:01:48 -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
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
f450009fc3 Fix viewport for real-time reflection capture render.
#jira UE-118916
#rb Tiantian.Xie
#preflight 610946ef0b9ea90001b2e6bd

#ROBOMERGE-SOURCE: CL 17030441 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v846-17029325)
#ROBOMERGE[bot1]: dev-enginemerge-test

[CL 17030451 by ola olsson in ue5-release-engine-test branch]
2021-08-03 10:31:27 -04:00
zach bethel
a44fbef833 Incremental fix-up to add names to RDG passes and use the correct RHI command list.
#rb christopher.waters

#ROBOMERGE-SOURCE: CL 16923748 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16923764 by zach bethel in ue5-release-engine-test branch]
2021-07-22 11:00:18 -04:00
Ola Olsson
08ee476c12 Convert ReflectionEnvironmentRealTimeCapture to not use DrawDynamicMeshPass to stop using workaround path.
#preflight 60b4e791f45a940001c99436
#rb Sebastien.Hillaire

[CL 16509280 by Ola Olsson in ue5-main branch]
2021-05-31 10:59:43 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Yuriy ODonnell
3c116b8a7b Fixed compile errors introduced in 16158927
[CL 16162669 by Yuriy ODonnell in ue5-main branch]
2021-04-29 17:55:33 -04:00
zach bethel
cfd61f6e52 Moved GPU scene upload work to RDG.
#rb ola.olsson
[FYI] graham.wihlidal, andrew.lauritzen
#lockdown michal.valient

#ROBOMERGE-SOURCE: CL 15932750 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15932762 by zach bethel in ue5-main branch]
2021-04-06 13:59:36 -04:00
zach bethel
9fc8b1722d Refactored RDG ConvertToUntrackedX functionality into the RDG builder; renamed the operation to 'FinalizeAccess' for clarity, as the resource is considered finalized in the graph and will not transition to any other state. This operation now supports multiple resources, improving performance in cases where multiple resources are finalized back-to-back. Added validation to check that the user don't attempt to use it outside of its finalized state. Fixed up a few places where this assumption was being violated. Minor refactors in various places to use new API.
#rb arne.schober, christopher.waters
#jira none

[CL 15931331 by zach bethel in ue5-main branch]
2021-04-06 11:45:09 -04:00
zach bethel
fcebb9ca5d Fix for untracked RHI access of RDG shadow resource in sky rendering.
#rb sebastien.hillaire

#ROBOMERGE-OWNER: zach.bethel
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 15903256 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15907126 by zach bethel in ue5-main branch]
2021-04-02 20:11:25 -04:00
andrew lauritzen
9b0a6fab9d Remove complete shadow maps and replace with direct VSM sampling
- Move VSM parameters into a single uniform buffer; required for base pass rendering.
  - SRVs are initialized to dummy data until they are computed during the frame and subsequently updated before any VSM sampling.
  - Make names and usage more consistent with other UB bindings in mesh passes
- Direct injection of VSM into translucent volume and fog
- Support VSM sampling in forward lighting shaders
  - Enabled and bound currently for translucent forward and single pass water meshes
- Support VSM sampling in sky atmosphere and cloud rendering
  - NOTE: Sky atmosphere LUT pass currently executes before BasePass and ShadowDepths so it will not sample proper data and throw a warning. Moving passes around to address this will come in a future commit.

#rb Brian.Karis, Ola.Olsson, Sebastien.Hillaire, Zachary.Bethel

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15649858 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
#ROBOMERGE-CONFLICT from-shelf

[CL 15650486 by andrew lauritzen in ue5-main branch]
2021-03-08 23:14:54 -04:00
chris kulla
2c8d713460 Avoid rebuilding Skylight importance tables for the path tracer each frame.
The path tracer's representation of the skylight texture is now cached across frames. Code such as the realtime capture system or the skylight cubemap management only need to worry avoid invalidating the handle to the texture if it needs to change. The path tracing code will automatically rebuild these textures when they are needed. I also added a cvar (off by default) to force these textures to always be rebuilt to make it easier to benchmark the performance of this step.

Implement MIS Compensation for Skylight importance tables. When MIS is being used, we can tweak the skylight pdf since we know the domain is already well covered by BxDF sampling.

#rb Patrick.Kelly

[CL 15563200 by chris kulla in ue5-main branch]
2021-03-01 18:28:37 -04:00