Commit Graph

8976 Commits

Author SHA1 Message Date
Sebastien Hillaire
768995e820 Strata - added a check for a case that is not handled well.
#rb none
#preflight none
#fyi charles.derousiers

[CL 23221875 by Sebastien Hillaire in ue5-main branch]
2022-11-21 11:12:38 -05:00
ola olsson
08326fefaf Add logging and on-screen message to show potentially expensive Nanite materials.
- also, make logging for virtual shadow map large non-nanite more csv-friendly.

#rb rune.stubbe
#preflight 637b5039cc307d6fa54d6607

[CL 23219613 by ola olsson in ue5-main branch]
2022-11-21 07:56:54 -05:00
Charles deRousiers
463ca1dae6 Fix compilation error/warning when Strata is enabled on dx11.
#rb none
#jira none
#preflight 637b5fc14004f73f622f3d3f
#fyi sebastien.hillaire

[CL 23219130 by Charles deRousiers in ue5-main branch]
2022-11-21 06:43:48 -05:00
ola olsson
986ce1d230 Move processing of nanite visibility query out to FShadowSceneRenderer and make it not depend on the number of visible lights being rendered.
- This prevents leaving queries unprocessed which hits a check in the cleanup code.
 - Also translate the local-light culling volumes to world space to prevent incorrect culling.
 - Prevent nanite visibility queries from being issued if BeginVisibilityFrame has not been called (prevents potential leak).
 - Skip storing ActiveEvents if not running async.

#rb rune.stubbe
#preflight 637b416b4004f73f622b3779

[CL 23218910 by ola olsson in ue5-main branch]
2022-11-21 05:56:43 -05:00
henrik karlsson
b5164ac775 Fixes to make modules compile with IWYU. We've added to IWYU toolchain so it compiles "orphaned" headers which does not have a owning cpp file. This identified lots of headers that couldn't be compiled by themselves (or if they were to included first)
Change consist of only forward declaration and additional includes

#preflight 63789c1de30d438849c48188
#rb none

[CL 23218412 by henrik karlsson in ue5-main branch]
2022-11-21 03:22:23 -05:00
Charles deRousiers
a35061a7cf Add initial mobile support for Strata.
This CL adds
* Forward shading support (deferred support will be added later on)
* Slab/Eye/Hair/SLW support
* Directional/Local/Env/Planar lighting

There are a couple of followup to the initial CL:
* Fix incorrect env. specular contribution which is too low to what is supposed to be
* Add SH lighting support
* Merge StrataForwardLighting and StrataMobileFowardLighting if possible as there are a lot of overlap

#rb sebastien.hillaire, wei.liu, dmitriy.dyomin
#jira none
#preflight 6377b4ff3377450900751434

[CL 23218346 by Charles deRousiers in ue5-main branch]
2022-11-21 02:30:07 -05:00
elizabeth bunner
fe6d6ddc40 Unshelved from pending changelist '23216677':
Fixed crash due to bCachedRaytracingDataDirty not being initialized.
- the flag used to only affect a code path used by nanite coarse meshes in which it didn't cause a crash.
- however now it's used more generally resulting in a crash.
Note: Swarm is down, committing on behalf of Tiago Costa

#author Tiago.Costa
#rb Elizabeth.Bunner

[CL 23217237 by elizabeth bunner in ue5-main branch]
2022-11-20 13:20:21 -05:00
tiago costa
846235f2a4 Temporary workaround for cached raytracing instances not being updated when meshes are streamed out.
- check if the cached instance is valid.
- request cached instance to be updated when necessary.

[CL 23212747 by tiago costa in ue5-main branch]
2022-11-18 20:39:45 -05:00
Guillaume Abadie
02e7cde02f Deprecated VisualizeMotionVector and instead expose it as VisualizeReprojection
#rb jeremy.moore
#jira none
#preflight trivial

[CL 23201867 by Guillaume Abadie in ue5-main branch]
2022-11-18 14:43:38 -05:00
christopher waters
4e779095ab Chaning more code to use SetShaderParameters
- MeshPassProcessor converted to use SetShaderParameters instead of setting individual resources. Caching of SRVs and Samplers was also removed.
- UnsetShaderSRVs and UnsetShaderUAVs now set all the null binds in a single SetShaderParameters command.
- Made some FRHIShaderParameterResource utilities more public.

#jira none
#rb jeannoe.morrisette, luke.thatcher
#preflight 637565eebf76990b71eb38d0

[CL 23197327 by christopher waters in ue5-main branch]
2022-11-18 12:10:55 -05:00
jeannoe morissette
284dd9eb4e VulkanRHI: Use array dummies for AtlasTexture to fix Vulkan validation warnings.
#rb charles.derousiers
#preflight 63778dd7cc307d6fa5bb4d7c
#rnx

[CL 23193778 by jeannoe morissette in ue5-main branch]
2022-11-18 09:03:28 -05:00
Charles deRousiers
a4ed2ca510 Fix assert in IES atlas function when running with forward lighting.
#rb none
#jira UE-170042
#preflight 637763b3fa348e8480b3fb9d

[CL 23192115 by Charles deRousiers in ue5-main branch]
2022-11-18 06:13:24 -05:00
Sebastien Hillaire
8178982e70 Updated cloud mode1 to not do any temporal reconstruction. It now traces at half resolution and then upsample at full resolution, leveraging checkerboarded minmax depth.
It is a good mid ground between mode 0 (temporal reprojection) and mode 2 (no depth intersection). It has not temporal reprojection issue and look sharper while it intersects with opaque depth with nice crisp edges.

#rb none
#preflight https://horde.devtools.epicgames.com/job/63765ee6947d2d19ede85d32

[CL 23190534 by Sebastien Hillaire in ue5-main branch]
2022-11-18 02:50:30 -05:00
chris kulla
a016068124 Fix crash in path tracer state invalidation when building nanite
Ran into this crash when nanite RT is enabled, a static mesh gets re-built for nanite for the first time and path tracing is enabled. Also added a condition to skip invalidation for offline renders since we wouldn't want to loose samples in progress from a streaming request (for example in the context of motion blur).

#jira none
#rb Tiago.Costa
#preflight 6376cf5a170bc34a9325f690

[CL 23187827 by chris kulla in ue5-main branch]
2022-11-17 19:35:14 -05:00
bryan sefcik
c6341abf54 Updated the mobile renderer to render the geometry when using "Sort Triangles".
#jira
#rb jack.porte, arciel.rekman
#preflight 6376997ef514e1ded961963c

[CL 23184839 by bryan sefcik in ue5-main branch]
2022-11-17 17:11:41 -05:00
guillaume abadie
028668b085 Includes the material name in post process material's draw event even on test builds
#rb trivial
#preflight trivial

[CL 23184821 by guillaume abadie in ue5-main branch]
2022-11-17 17:11:09 -05:00
daniel lamb
d52fa9f648 Fixed issues with mesh previews
#preflight https://horde.devtools.epicgames.com/job/63766437314f06b686003b8b

[CL 23182611 by daniel lamb in ue5-main branch]
2022-11-17 15:29:59 -05:00
eric renaudhoude
ed1ddf6eb1 Post-processing: Reconnect r.LUT.Size with the combined LUT/tonemapping texture size.
Increasing the LUT resolution can become necessary to mitigate precision artifacts with wide-gamut working color spaces.

#jira UE-170301
#rb benjamin.rouveyrol, guillaume.abadie
#preflight 63696783843e6ac794811b27

[CL 23175071 by eric renaudhoude in ue5-main branch]
2022-11-17 09:03:21 -05:00
Sebastien Hillaire
4c3d0a7a95 VCloud on translucent fading in region depth can now be controled via a cvar.
#rb none
#preflight https://horde.devtools.epicgames.com/job/637617a43248425305c21519

[CL 23174402 by Sebastien Hillaire in ue5-main branch]
2022-11-17 07:27:58 -05:00
jeremy moore
97aaf9c7b5 Add r.VT.RVT.StreamingMips CVar.
Should be useful for debugging whether SVT is giving same result as RVT.

#localization none
#tests local
[FYI] jordan.walker

[CL 23172510 by jeremy moore in ue5-main branch]
2022-11-17 00:29:11 -05:00
Sebastien Hillaire
b19df6202a Strata - fixed static variable shadowing.
#rb none
#preflight none

[CL 23158492 by Sebastien Hillaire in ue5-main branch]
2022-11-16 13:54:10 -05:00
Sebastien Hillaire
b2ed584bf4 Removed cloud noisy gathering. Cause issue at edge and in fact was deemed not useful by artists. Tracing sample count is what matters.
This will also make the upsampling half=>full res faster.

#rb none
#preflight https://horde.devtools.epicgames.com/job/6375108b232e3d12cb376b84
#fyi daniel.elliott

[CL 23156358 by Sebastien Hillaire in ue5-main branch]
2022-11-16 12:09:49 -05:00
Sebastien Hillaire
cd4aa07281 Strata - added high quality normal according to GBuffer format.
#rb none
#preflight https://horde.devtools.epicgames.com/job/6374f970b6636838280f3278
#fyi charles.derousiers

[CL 23155230 by Sebastien Hillaire in ue5-main branch]
2022-11-16 11:35:48 -05:00
tiago costa
4f279a3872 Fix incorrect exposure when using raytracing debug visualization.
#rb none
#preflight 6374f6b5324842530577ee7b

[CL 23153902 by tiago costa in ue5-main branch]
2022-11-16 10:07:42 -05:00
tiago costa
4d9daec76d Process scheduled BLAS builds even in frames that don't need raytracing scene.
- Nanite::FRayTracingManager expects builds to be processed in the same frame their scheduled since it also impacts GPUScene updates.

#rb aleksander.netzel
#preflight 6374c9770c74adb48be7ccd2
#jira IRON-328

[CL 23153900 by tiago costa in ue5-main branch]
2022-11-16 10:07:06 -05:00