options: Nop / Read / Write
added ensure() and check() to find bad usage patterns
this fixes DBuffer decal rendering, allows optimizations in the RHI (near hardware APIs like DX12 or consoles)
[CL 2505694 by Martin Mittring in Main branch]
MAX_FORWARD_SHADOWCASCADES is correctly defined for OutEnvironment.
Only render shadow maps that have been successfully allocated texture space.
fwd shader can deal with full range of MAX_FORWARD_SHADOWCASCADES.
limit shadow map renders to no more than MAX_FORWARD_SHADOWCASCADES.
reduce shadow map size to ensure all tiles fit within GMaxShadowDepthBufferSize.
Fixes UE-10282.
#codereview nick.penwarden, Rolando.Caloca
[CL 2466184 by Allan Bentham in Main branch]
Fixes for hitproxy rendering crashing the editor in OpenGL
I'll look at this again after GDC, and may change it to a different solution.
#codereview Olaf.Piesche, michael.trepka
[CL 2438080 by Ben Marsh in Main branch]
Also add many explicit calls to CopyToResolveTarget to indicate the transition of a render target to be able to be used as an SRV. Soon to be replaced by a more specific RHI function.
Added r.CheckSRVTransitions for D3D11 on windows to check if any of these transition are missing.
Fixes a bug with RHIThreadFence when using PLATFORM_SUPPORTS_PARALLEL_RHI_EXECUTE
PLATFORM_SUPPORTS_PARALLEL_RHI_EXECUTE on PS4 now supports CMASK and HTILE enabled buffers.
#codereview lee.clark,gil.gribb,rolando.caloca,daniel.wright
[CL 2420986 by Marcus Wassmer in Main branch]
* Translucent shadows are now half res compared to opaque shadows, to keep memory usage under control
* New memory usage is 8mb for ShadowDepthZ, 8mb for PreshadowCache, 8*2mb for translucent shadow targets (unchanged), 12mb for largest cubemap shadowmap
[CL 2354996 by Daniel Wright in Main branch]