Commit Graph

116 Commits

Author SHA1 Message Date
henrik karlsson
b5b86c796c This change is a strategical submit for a coming change that removes lots of includes in headers that are included by many files. This change contains adding of includes in files that previously got those includes transitively from other inclkudes
#preflight 6355d4940313c24974b2107b
#rb none

[CL 22783162 by henrik karlsson in ue5-main branch]
2022-10-26 12:57:32 -04:00
tim doerries
04af124e63 Fix for water disappearing at large distances. Fixed the problem by storing device Z in the SceneDepthWithoutSingleLayerWater texture instead of linear depth. This gives back some precision by avoiding redundant conversions between device Z and linear depth. A potential problem is that some parts of water shading might use a linear sampler on these now non-linear values.
#rb Sebastien.Hillaire, Kevin.Ortegren
#rnx
#preflight 6321a7639677b738f4dc96d9

[CL 22052205 by tim doerries in ue5-main branch]
2022-09-16 12:43:48 -04:00
eric mcdaniel
a540bc7fc1 Fix for depth bounds setting outside of valid range
- issue
  - D3D validation errors encountered on depth bound range
    - fog in the Lyra front end exposes the issue

- fix
  - clamp the depth bounds range set by the fog pass
  - add checks to RHI validation layer to catch future issues

#rb Benjamin.Rouveyrol
#jira UE-161036
#preflight 62fc1ebccf7afa018bbe5eca

[CL 21445399 by eric mcdaniel in ue5-main branch]
2022-08-18 13:27:15 -04:00
brant french
de5a9eb9fb Manually merging this into main from 21.50. Ran into conflict merging.
Added more draw call catregories to stat drawcount to account for some major drawcalls that are being missed.
[REVIEW] [at]Andrew.Ladenberger, [at]Stu.McKenna, [at]Mickael.Gilabert
[FYI] [at]Bryce.Lumpkin
#RNX
#RB Stu McKenna

#ROBOMERGE-OWNER: brant.french
#ROBOMERGE-AUTHOR: brant.french
#ROBOMERGE-SOURCE: CL 21324342 via CL 21326795 via CL 21327209 via CL 21327371
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 21329348 by brant french in ue5-main branch]
2022-08-10 19:07:04 -04:00
Serge Bernier
2889759bbf Fix ExpHeight fog taking the vFog start distance when the volumetric fog is disable via device profile
#jira UE-157238
#review @sebastien.hillaire
#preflight none
#robomerge emt

[CL 20876372 by Serge Bernier in ue5-main branch]
2022-06-29 12:01:54 -04:00
tim doerries
914e1821fb Fix for underwater height fog being applied twice if the camera is above the water. Also added a cvar to override this behavior.
#jira UE-119387
#rb kevin.ortegren, sebastien.hillaire
#rnx
#preflight 628631ff9016c6dd897a0494

[CL 20278912 by tim doerries in ue5-main branch]
2022-05-19 09:01:27 -04:00
Sebastien Hillaire
a1529e3e21 Delete unused fog debug cvars
#rb none
#preflight none

[CL 19718522 by Sebastien Hillaire in ue5-main branch]
2022-04-12 06:08:58 -04:00
Sebastien Hillaire
e65805b1e9 Added a separated start distance for volumetric fog on exponential fog.
The volumetric fog view distance is now taken into account as distance after the start distance.

#rb none
#jira https://jira.it.epicgames.com/browse/FORT-462063
#preflight https://horde.devtools.epicgames.com/job/6255441088356cf43f0c2351
# jordan.walker, patrick.kelly

[CL 19718428 by Sebastien Hillaire in ue5-main branch]
2022-04-12 05:32:22 -04:00
Sebastien Hillaire
bfb1c4fa49 Volumetric fog handles height fog start distance.
Also has a fade in region to remove clear cut of medium that can happen in some cases.

Green volumetric fog  screenshot tests.

https://jira.it.epicgames.com/browse/FORT-462063
#preflight https://horde.devtools.epicgames.com/job/624aea00b33098a72d12841e
#rb Patrick.Kelly

[CL 19612131 by Sebastien Hillaire in ue5-main branch]
2022-04-04 13:45:11 -04:00
Sebastien Hillaire
e451c47107 SLW - reworked rdg event names to follow our convention.
#rb kevin.ortegren
#preflight none

[CL 19540415 by Sebastien Hillaire in ue5-main branch]
2022-03-29 07:57:48 -04:00
sebastien hillaire
8f6e9325f9 Add color modution over sky atmosphere contribution to height fog.
https://horde.devtools.epicgames.com/job/6238c92389625f0612a3cc38
#rb none

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 19464472 via CL 19464473
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v933-19451510)

[CL 19464754 by sebastien hillaire in ue5-main branch]
2022-03-22 05:58:47 -04:00
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
zak middleton
36c99f6887 #ue5 - LWC: FVector4f <-> FVector4d conversion is now explicit.
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]
2022-01-27 03:30:41 -05:00
sebastien hillaire
827f83ac35 Height fog conversion to RDG.
Ran enginetest and other manual test with vfog, texture inscattering.
Preflight https://horde.devtools.epicgames.com/job/61af58e6813adc3fbb2fcb61
#rb none

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18394243 in //UE5/Release-5.0/... via CL 18394266
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18394273 by sebastien hillaire in ue5-release-engine-test branch]
2021-12-07 08:43:10 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00
aurel cordonnier
a12d56ff31 Merge from Release-Engine-Staging @ 17791557 to Release-Engine-Test
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485

[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-12 21:21:22 -04:00
aurel cordonnier
69fe095547 Merge from Release-Engine-Staging @ 17636544 to Release-Engine-Test
This represents UE4/Main @17638339 and Dev-PerfTest @17636504

[CL 17638842 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-27 19:54:25 -04:00
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
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
eric mcdaniel
563ff04a95 Fix for bilinear sampling of light shaft texture in exponential fog draw step sampling outside the valid region due to dynamic resolution
#rb David.Harvey
#jira none

#ROBOMERGE-SOURCE: CL 16958372 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v838-16927207)

[CL 16958387 by eric mcdaniel in ue5-release-engine-test branch]
2021-07-26 13:40:21 -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
zach bethel
5ec769f91e RDG Parallel Execution (disabled by default)
- Refactored RDG to support free-threaded execution of passes.
 - Refactored renderer to use specific RHI command list variants in pass lambda. Immediate command list passes are forced to stay on the render thread, while other variants can be parallelized.

#rb christopher.waters

#ROBOMERGE-SOURCE: CL 16838717 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16838724 by zach bethel in ue5-release-engine-test branch]
2021-07-13 12:38:37 -04:00
Sebastien Hillaire
44ad15e40d Clean up of shader parameter from 16546528.
#rb none

[CL 16547171 by Sebastien Hillaire in ue5-main branch]
2021-06-03 10:19:26 -04:00
Sebastien Hillaire
e155feef82 Adding tunable noise to volume fog in two places
1. Jitter the offset of the sample position when writing to the light scattering volume texture, controlled with new cvar r.VolumetricFog.LightScatteringSampleJitterMultiplier
2. Per-pixel upsampling noise when reading from the volume texture, controlled with new cvar r.VolumetricFog.UpsampleJitterMultiplier

Occupancy is the same and overhead minimal.

Thanks to The Coalition!
#rb none

[CL 16546528 by Sebastien Hillaire in ue5-main branch]
2021-06-03 09:02:26 -04:00