Commit Graph

47 Commits

Author SHA1 Message Date
dmitriy dyomin
5708eba80d Re-submitting CL# 22943247 + 22944158, with a missing shader permutation fix
#rb none
#preflight 63671896ed07daaa9a400028

[CL 23003615 by dmitriy dyomin in ue5-main branch]
2022-11-05 22:30:22 -04:00
thomas ross
ea6e291bb2 Manual backout of changelists 22943247 AND 22944158 to fix Vulkan rendering.
#rb none
#tests preflight Android Test client
#preflight 636574f3581dc906bcf83d57
[FYI] Peter.Sauerbrei, Allan.Bentham, dmitriy.dyomin

[CL 23000219 by thomas ross in ue5-main branch]
2022-11-04 23:38:17 -04:00
wei liu
0162025527 Render all skylights in a separate render pass when static lighting is disabled on mobile deferred.
Strip mobile base pass shader permutations with SkyLight enabled and static lighting disabled for mobile deferred.

#jira none

#rb Dmitriy.Dyomin
#preflight 6362112b1608da6ba15e2278

[CL 22903871 by wei liu in ue5-main branch]
2022-11-02 02:49:38 -04:00
dmitriy dyomin
43e7092766 Use view combined shading model mask to optimize lighting passes in a mobile deferred shading
[CL 22888580 by dmitriy dyomin in ue5-main branch]
2022-11-01 15:07:49 -04:00
wei liu
1628fb7fda Render movable skylight in a separate render pass on mobile deferred.
#jira none

#rb @Dmitriy.Dyomin
#preflight 6360d7eace68f7cbb67277e4

[CL 22878430 by wei liu in ue5-main branch]
2022-11-01 04:31:44 -04:00
Charles deRousiers
48b3286bc0 Add IES atlas texture manager.
This persistent atlas hold IES texture in a unique texture array which is used by all systems (raster/RT/PT/Lumen), and unify IES profile rendering.

#rb chris.kulla, sebastien.hillaire, krzysztof.narkowicz
#jira UE-167618
#preflight 6356fd907261e565c436a0fb

[CL 22806455 by Charles deRousiers in ue5-main branch]
2022-10-27 04:36:31 -04:00
Dmitriy Dyomin
aa56f25356 Support GBuffer access for translucency with mobile deferred shading enabled (GL does not work atm)
Cleanup sub-pass features usage in mobile shaders
#jira none
#rb wei.liu
#preflight 6357b44736767b3e1e59e0e7

[CL 22748504 by Dmitriy Dyomin in ue5-main branch]
2022-10-25 06:26:40 -04:00
dmitriy dyomin
c833228e68 Mobile: Use 3 shadow cascades on Epic shadow quality (Android, iOS)
Remove r.Shadow.CSM.MaxMobileCascades, use r.Shadow.CSM.MaxCascades to limit number of cascades
#jira UE-142377
#rb jack.porter
#preflight 632843baf258fccf9879925a

[CL 22084614 by dmitriy dyomin in ue5-main branch]
2022-09-19 19:48:09 -04:00
Dmitriy Dyomin
4e6c14018a Fixed: Planar reflections rendering artifacts with mobile deferred shading enabled
#jira UE-159162
#rb wei.liu
#preflight 62f0d1d0bc175ec68c993b0d

[CL 21266772 by Dmitriy Dyomin in ue5-main branch]
2022-08-08 05:12:43 -04:00
dmitriy dyomin
dd061a0b68 Mobile: Make clustered lights and reflections optional for translucency when deferred shading is enabled
[FYI] wei.liu

#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 20964670 via CL 20964684 via CL 20964740
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20965531 by dmitriy dyomin in ue5-main branch]
2022-07-06 09:05:15 -04:00
Dmitriy Dyomin
94ea89b806 Limit dynamic shadow quality to a 1-3 range for a mobile deferred path
Add permutation for planar reflections
#rb none
#preflight 627c81e8425237a5e3048852

[CL 20159419 by Dmitriy Dyomin in ue5-main branch]
2022-05-12 00:00:22 -04:00
Dmitriy Dyomin
038d909044 Support shading models for mobile deferred path when static lighting is disabled
#rb wei.liu
#jira none
#preflight 627b5f586842238976719cc3

[CL 20134438 by Dmitriy Dyomin in ue5-main branch]
2022-05-11 03:17:42 -04:00
carl lloyd
73c8996430 Mobile GL Deferred ReflectionCapture UBO fix (passed too many elements and hit the GL limit)
#rb Zach.Bethal, Dmitriy.Dyomin
#preflight 626a69d52d28b9d0f7831abc

[CL 19957425 by carl lloyd in ue5-main branch]
2022-04-28 06:34:43 -04:00
Dmitriy Dyomin
bbbba527b5 Fixed: missing reflections when clustered option is enabled on mobile
#jira none
#rb none
#preflight 6267a961853fdb6fddad0e13

[CL 19916726 by Dmitriy Dyomin in ue5-main branch]
2022-04-26 04:21:05 -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
Dmitriy Dyomin
f819c89c21 Support shading models in a mobile deferred shading path. Disabled by default
Requrements:
iOS: A8+
Android VK: more than 4 color attachements, more than 4 input attachments
Android GL: Unsuported - PLS seem to be limited to 128bits on most devices
#rb wei.liu
#preflight 625f866b9c09ef439db7612b

[CL 19861367 by Dmitriy Dyomin in ue5-main branch]
2022-04-22 01:15:27 -04:00
Wei Liu
04d7580d62 Clustered local lights and reflections are supported on mobile forward and deferred.
Local light shadows are supported on mobile forward and deferred, need to enable full depth prepass to generate the ShadowMaskTexture.

Remove the 4 maximum local lights limitation on mobile forward.

Remove the "High Quality Reflection" on mobile forward.

Disable simple lights on mobile forward.

#jira UE-149064

#rb Dmitriy.Dyomin

#preflight 625d17da772cf82d3a6059a6

[CL 19784597 by Wei Liu in ue5-main branch]
2022-04-18 09:09:40 -04:00
Dmitriy Dyomin
a591abf5a6 Added lighting channels support for mobile deferred shading
#rb wei.liu
#preflight 625506ac460d9cb610b9660b

[CL 19735357 by Dmitriy Dyomin in ue5-main branch]
2022-04-13 01:56:42 -04:00
zach bethel
a00b40ad3b Deprecated GetRenderTargetItem() from IPooledRenderTarget.
#preflight 624ddb30090236773a1a83e0
#rb luke.thatcher

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 19655641 via CL 19655653 via CL 19655661
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v938-19570697)

[CL 19657582 by zach bethel in ue5-main branch]
2022-04-06 18:24:24 -04:00
dmitriy dyomin
05975e280b Fixed: RDG validation assert related to mobile deferred shading pass parameters setup
#rb wei.liu
#jira UE-140957
#lockdown rolando.caloca
#preflight 61f9fcc01d7ca8ed2d67211a

#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 18824241 in //UE5/Release-5.0/... via CL 18825897 via CL 18826313
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18826353 by dmitriy dyomin in ue5-main branch]
2022-02-02 09:54:34 -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
ben ingram
d1124c2e41 Move a bunch of lighting calculations to translated world space, fixes various problems at LWC scale
#preflight 61f1760afd5285142b43178a
#rb Daniel.Wright, tiago.costa, Andrew.Lauritzen, charles.derousiers
#jira UE-139831

#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 18738670 in //UE5/Release-5.0/... via CL 18738820 via CL 18739464
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18740039 by ben ingram in ue5-main branch]
2022-01-26 13:56:31 -05:00
florin pascu
4d9dfc23c2 Remove IsMobileDistanceFieldShadowingEnabled
#jira UE-131828
#rb Dmitriy.Dyomin
#preflight 61deba60b97cb66880a7dd5d

#ROBOMERGE-AUTHOR: florin.pascu
#ROBOMERGE-SOURCE: CL 18582840 in //UE5/Release-5.0/... via CL 18582843 via CL 18582847
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)

[CL 18582850 by florin pascu in ue5-main branch]
2022-01-12 06:47:06 -05:00
zach bethel
a618c04cbf Converted light grid injection resources to RDG.
#preflight 61ddebe6ce7fe7aeff6fb109

#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18576538 in //UE5/Release-5.0/... via CL 18576549
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18576556 by zach bethel in ue5-release-engine-test branch]
2022-01-11 15:57:18 -05:00
charles derousiers
4af0547a14 Remove inverse square falloff permutation.
#rb none
#jira none
#preflight 61b35f7f13028c27d2976a4a

#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 18430444 in //UE5/Release-5.0/... via CL 18435300
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18435529 by charles derousiers in ue5-release-engine-test branch]
2021-12-10 17:46:30 -05:00