Commit Graph

434 Commits

Author SHA1 Message Date
Dmitriy Dyomin
c010be3188 Fixed: Several issues with a mobile preview in the editor for projets with MSAA and LDR renderng enabled
#jira UE-122194
#rb none
#preflight 6304716aa45b007ea267d1b1

[CL 21503079 by Dmitriy Dyomin in ue5-main branch]
2022-08-23 02:25:41 -04:00
serge bernier
4f7273812a [Backout] - CL21397411
[FYI] Serge.Bernier
Original CL Desc
-----------------------------------------------------------------
Wrap TAA downsample optimization around cvar, and disable on XboxOneGDK (small gain: 0.04ms)

Did profiling on a Xbox One X with emulation mode (XboxOneS) setting. Not representative of the XboxOneS perf..., doing the first downsample in the TAA shader is faster.

#rb [at]guillaume.abadie

#ROBOMERGE-AUTHOR: serge.bernier
#ROBOMERGE-SOURCE: CL 21415015 via CL 21415083 via CL 21419035 via CL 21419076 via CL 21419112
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)

[CL 21419896 by serge bernier in ue5-main branch]
2022-08-16 22:58:13 -04:00
serge bernier
eb6b8a2b16 Wrap TAA downsample optimization around cvar, and disable on XboxOneGDK (small gain: 0.04ms)
#rb [at]guillaume.abadie

#ROBOMERGE-AUTHOR: serge.bernier
#ROBOMERGE-SOURCE: CL 21397411 via CL 21397566 via CL 21401374 via CL 21401428 via CL 21401477
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v975-21357124)

[CL 21401779 by serge bernier in ue5-main branch]
2022-08-16 01:37:16 -04:00
Sebastien Hillaire
0a392d2779 Fixed Sky debug post process rendering.
#rb none
#preflight https://horde.devtools.epicgames.com/job/62f0da18d76ea4b503d6cc82

[CL 21267036 by Sebastien Hillaire in ue5-main branch]
2022-08-08 06:45:52 -04:00
zach bethel
f6638993ed Upgraded CSV stats to RDG variants to include RDG pass executions to reduce RDG_Execute CSV tag.
[FYI] ben.woodhouse, jian.ru

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 20951340 via CL 20951352 via CL 20951364
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20953292 by zach bethel in ue5-main branch]
2022-07-05 19:59:53 -04:00
Wei Liu
06c9a5c84e 1. Remove all flip-y completely and only flip y at the end on androidl GL with a native window api, no need to handle flip-y on high level.
2. Supports CustomDepth in translucency pass on mobile LDR.

#jira none

#rb Dmitriy.Dyomin
#preflight 62be9894d94b57687c68aed1

[CL 20911586 by Wei Liu in ue5-main branch]
2022-07-01 03:38:17 -04:00
tiago costa
28c79f2360 Control local exposure constract scale for highlights and shadows independently.
#rb Guillaume.Abadie
#preflight 62bc5528e353c20ac245329d

#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 20874253 via CL 20874263 via CL 20874279
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v971-20777995)

[CL 20876979 by tiago costa in ue5-main branch]
2022-06-29 12:31:43 -04:00
Ray Tran
0e114d48ca This CL:
- Adds a separate temporal accumulation pass for strand based hair if Temporal Layering is enabled - this greatly reduces temporal artifacts (flickering and ghosting) when Temporal Layering is enabled.
- And fixes a bug in Continuous LOD screen size calculation.

#jira none
#rb Charles.deRousiers
#fyi jarl.ostensen
#preflight 62bb0e8c30036d0db926c3ed

[CL 20858553 by Ray Tran in ue5-main branch]
2022-06-28 10:56:06 -04:00
tiago costa
fe4c0a5e5f Don't undo PreExposure in the output of ApplyLocalExposureCS.
- The output should use the same encoding as the input.
- Also set r.Bloom.ApplyLocalExposure to false by default for now.

#rb yuriy.odonnell
#preflight 62ba1ae0176b16bd384eebf4

[CL 20840158 by tiago costa in ue5-main branch]
2022-06-27 17:24:14 -04:00
tim doerries
1113e065d6 Allow SceneDepthWithoutWater buffer to be read in Postprocess materials.
#jira UE-139398
#rb kevin.ortegren, arciel.rekman, guillaume.abadie
#rnx
#preflight 62b33ab07113a3a4a46a2fa7

[CL 20828709 by tim doerries in ue5-main branch]
2022-06-27 06:03:01 -04:00
tiago costa
e963280676 Apply local exposure when calculating bloom.
- Otherwise bloom intensity will not properly match the bright regions of the final image.
- Can be disabled using r.Bloom.ApplyLocalExposure.
- For gaussian bloom, local exposure is applied during the setup pass.
- For FFT bloom, local exposure is applied using an extra pass before convolution.

- Implemented AddApplyLocalExposurePass which apply local exposure to an input texture.

#rb Guillaume.Abadie
#preflight 62b5f2e8bd4bf89e21c78caa
#jira FORT-460700

[CL 20812852 by tiago costa in ue5-main branch]
2022-06-24 13:53:19 -04:00
Wei Liu
4859a28a6d Fix a bug that the MSAA is broken on android.
Clean obsolete codes in mobile postprocess.

#jira UE-156188

#rb Dmitriy.Dyomin
#preflight 62b274f08e5ee14ea77b8d10

[CL 20769595 by Wei Liu in ue5-main branch]
2022-06-21 21:54:03 -04:00
benjamin rouveyrol
5da0789a80 HDR support for XR devices that support HDR but are connected to a SDR TV
#preflight 62a757a12c521c9c6da1e1aa
#jira UE-152888
#rb guillaume.abadie robert.srinivasiah arciel.rekman

[CL 20646746 by benjamin rouveyrol in ue5-main branch]
2022-06-14 09:13:45 -04:00
eric renaudhoude
9ee48785d9 SceneViewExtension: Adding SSR input pass support (which is already present in PPM as a blend location).
#jira none
#rb ruslan.idrisov, jason.hoerner, jason.nadro
#preflight 62a2476954169bd8aa01df46

[CL 20593879 by eric renaudhoude in ue5-main branch]
2022-06-10 08:39:09 -04:00
Jeremy Moore
0d87578c23 ShaderPrint: Tidy up usage of IsEnabled etc.
IsEnabled() should just be if the system is turned on.
SetEnabled() is to turn the system on and off.
There is a per view variation of IsEnabled() which determines if it is set to capture output.
There is a new per view variation of IsValid() which determines if we can bind shader print parameters at all.
IsValid() is for use to avoid crashes and IsEnabled() is for use to early out or avoid work.
#preflight 629a64b36879a2ac679de20b

[CL 20491754 by Jeremy Moore in ue5-main branch]
2022-06-03 15:58:15 -04:00
aleksander netzel
a6237048e1 Fix for IsValid() crash when showing RayTracingDebug:
* When RT debug is enabled we disable translucency but some of the postprocessing materials might use that texture so we need to set correct ViewRect as well.

#jira UE-144066
#rb Tiago.Costa
#preflight 6290d21ad24a7fc585f2c9f4

[CL 20429352 by aleksander netzel in ue5-main branch]
2022-05-30 05:19:22 -04:00
Sebastien Hillaire
712c172605 Added light grid culling debug pass.
#rb none
#preflight https://horde.devtools.epicgames.com/job/628c8ef7a24685c36f506f40

[CL 20345378 by Sebastien Hillaire in ue5-main branch]
2022-05-24 04:33:36 -04:00
dmitriy dyomin
feb4bda118 Correctly disable Eye Adaptation pass in a mobile post-processing
#rb wei.liu

#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 20258578 via CL 20258580 via CL 20258584 via CL 20258587
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20262922 by dmitriy dyomin in ue5-main branch]
2022-05-18 12:52:55 -04:00
guillaume abadie
f899007b0c Allows TSR to output half res when motion blur is disabled.
#rb none
#preflight 627e297234434190054ad847

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 20178985 via CL 20178988 via CL 20178995
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20179524 by guillaume abadie in ue5-main branch]
2022-05-13 07:23:22 -04:00
guillaume abadie
7e95316acb Fixes VisualizeLumenScene doing a full-res texture copy of the back buffer when disabled
#rb none
[FYI] Krzysztof.Narkowicz, Daniel.Wright

#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 20178948 via CL 20178960 via CL 20178961
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20179520 by guillaume abadie in ue5-main branch]
2022-05-13 07:23:11 -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
jason hoerner
af48ea5a98 UE5_MAIN: Multi-view-family scene renderer refactor, part 2. Move FSceneTextures singleton out of RDG blackboard and FSceneTexturesConfig global variable singleton, into FViewFamilyInfo. This is necessary to allow multiple view families to render in a single render graph and a single scene renderer call.
* Existing calls to CreateSceneTextureShaderParameters and similar functions use "GetSceneTexturesChecked", which allows for the possibility that they are reached in a code path where scene textures haven't been initialized, and nullptr is returned instead of asserting.  The shader parameter setup functions then fill in dummy defaults for that case.  The goal was to precisely match the original behavior, which queried the RDG blackboard, and gracefully handled null if scene textures weren't there.  This definitely appears to occur in FNiagaraGpuComputeDispatch::ProcessPendingTicksFlush, which can be called with a dummy scene with no scene textures.  In the future, I may change this so dummy defaults are filled in for FSceneTextures at construction time, so the structure is never in an uninitialized state, but I would like to set up a test case for the Niagara code path before doing that, and the checks aren't harmful in the meantime.
* I marked as deprecated global functions which query values from FSceneTexturesConfig, but they'll still work with the caveat that if you use multi-view-family rendering, the results will be indeterminate (whatever view family rendered last).  There was only one case outside the scene renderer that accessed the globals (depth clear value), which I removed, noting that there is nowhere in the code where we modify the depth clear value from its global default.  I would like to permanently deprecate or remove these at some point.  Display Cluster is the only code that's currently using the multi-view-family code path, and as a new (still incomplete) feature, third party code can't be using it, and won't be affected.

#jira NONE
#rb chris.kulla zach.bethel mihnea.balta
#preflight 6261aca76119a1a496bd2644

[CL 19873983 by jason hoerner in ue5-main branch]
2022-04-22 17:33:02 -04:00
Wei Liu
4ff910d037 Fix a bug of fetching depth in mobile separate tranlucent pass with vulkan subpass.
#jira UE-147297

#rb Dmitriy.Dyomin
#preflight 625e7b003e0f6f80ada6ab17

[CL 19805631 by Wei Liu in ue5-main branch]
2022-04-19 05:21:40 -04:00
Arciel Rekman
700c39e0e7 Fix VSM debug view being the same for the right eye.
#rb Andrew.Lauritzen
#review @Andrew.Lauritzen, @Robert.Srinivasiah, @Jules.Blok
#jira none
#preflight 625642c45f20a0a34d8fbaf7

[CL 19734289 by Arciel Rekman in ue5-main branch]
2022-04-12 23:44:41 -04:00
marc audy
6c0928eb6d Unshelved from pending changelist '19434316':
[Engine] Enable color Calibration Material Visualization for shipping
-Enabled the calibration flags
-Removed the no-shipping guards around associated logic

#rb [at]philip.buuck [at]christina.tempelaarl
[FYI] arturo.oppen, alex.gonzalez


#ushell-cherrypick of 19536400 by antonio.delascarrer

#ROBOMERGE-AUTHOR: antonio.delascarrer
#ROBOMERGE-SOURCE: CL 19536397 via CL 19536663 via CL 19536680
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v937-19513599)

[CL 19537137 by marc audy in ue5-main branch]
2022-03-28 23:45:10 -04:00