- Avoid need for a sampler.
- On certain platforms exposure values can end up in SGPR instead of VGPR.
- Moved EyeAdaptationBuffer read from tonemapper VS to PS due to limitation of mobile GPUs.
#rb Wei.Liu, Florin.Pascu, Dmitriy.Dyomin
#preflight 63651a02de2c4dbb5daedee6
[CL 23003626 by tiago costa in ue5-main branch]
Motivations:
1) Force compatibilty of third-party temporal upscalers with dyn-res
2) Allows multiple temporal upscaler plugins to live concurrently without collision on a single global
3) Reduce support overhead from licensee due to inconsistent internal rendering resolution across different temporal upscalers
Notes:
1) ITemporalUpscaler is now meant to be setup by the plugin's FSceneViewExtensionBase::BeginRenderViewFamily() that obeys the screen percentage driver;
2) The licensee's game user settings can just enable disable each plugin respectively based on their implementation specialization of ApplyNonResolutionSettings();
3) ITemporalUpscaler now has a lifetime tied to a FSceneViewFamily;
4) FSceneViewFamily offers a generic way to bind other data tied to its life time with FSceneViewFamily::GetOrCreateExtentionData() for instance for setting customise behavior of FSceneViewExtensionBase::BeginRenderViewFamily() before FRendererModule::BeginRenderingViewFamily().
#rb juan.canada
#jira UE-162184
#preflight 63337c4cd747fe52c81150a9
[CL 22224677 by guillaume abadie in ue5-main branch]
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.
#jira
#preflight 631a717cec45fbf3d74d4ba7
[CL 21916033 by bryan sefcik in ue5-main branch]
- 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]
#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]
Submitted on behalf of fred.kimberley
#rb andy.davidson
#preflight 61f8700e41414fb013dd4002
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 18801433 in //UE5/Release-5.0/... via CL 18802090 via CL 18821511
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18821594 by andrew davidson in ue5-main branch]
- Deprecated legacy members from FPooledRenderTargetDesc.
- Deprecated ETextureRenderTarget and removed from RDG.
- TargetableTexture always equals ShaderResourceTexture.
- Simplified render target pool FindFreeElement.
- Create pooled buffers and textures with a known state.
#rb graham.wihlidal
#preflight 61f8488568795b2f45852274
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 18796880 in //UE5/Release-5.0/... via CL 18797840 via CL 18799070
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v908-18788545)
[CL 18799188 by zach bethel in ue5-main branch]
There remain significant visual artifacts in the Virtual Production City map. Lumen has serious issues with multiple views in both single and multi-GPU modes -- I think Lumen data needs to be split per view family to solve this. There is some corrupt geometry in the second view, which may be Nanite or instance rendering related (or something else entirely). To narrow down these issues, I think I'm going to need to extend the DumpGPU feature to be able to do more effective MGPU graphical debugging, since none of PIX, RenderDoc, or NSight work. But at least it doesn't crash now...
Full list of changes:
* CVAR (DC.MultiGPUMode) to override multi-GPU mode for Display Cluster, debug feature copied over from 4.27.
* Barrier and synchronization fixes for RHITransferTextures copied over 4.27. Future work will make RDG handle multi-GPU transitions more seamlessly...
* CVAR (DC.ForceCrossGPUCopy) to force expensive full synchronization and copy of resources cross GPU at the end of each view family render (for debugging). RHITransferTextures upgraded to support copying things besides 2D textures, including other texture resources and buffers.
* AFR temporal fixes from a previous CL (which I moved from my single GPU to multi GPU PC), now improved to avoid some validation asserts in Debug builds (pass inputs not declared, GetParent()->GetRHI() not working because parent not declared to pass).
* Ray tracing (hang): acceleration buffers are branched per GPU, as GPU virtual addresses for resources internally referenced by these buffers may vary per GPU. Needed to add infrastructure to support buffers that duplicate memory per GPU, rather than using driver aliasing of the underlying resource.
* Ray tracing (hang): some buffer bindings weren't using a proper GPU index.
* Nanite (hang): Force initial clear of Nanite.MainAndPostNodesAndClusterBatchesBuffer to run on all GPUs. Solves GPU hang in shadow rendering the first frame (due to shadow rendering running across all GPUs), and later random hangs in view rendering.
* Distance field streaming (assert): GPU readback staging buffers need to be branched per GPU, as the underlying class is single device. GPU readback buffers and textures properly take into account the GPU they were last written on when locking and unlocking. Includes handling an edge case where a write can be queued when a lock is active, due to the deferred way commands are played back in the render graph.
* Distance field streaming (assert): UAV clear wasn't taking into account GPU index.
* GPU scene update needs to run across all GPUs.
* Fix for "DumpGPU" command to avoid assert with MGPU -- arbitrarily pick a GPU (last index) when the GPU mask contains multiple bits. Hope to improve this in the future, but it works.
#rnx
#rb mihnea.balta juan.canada tiago.costa kenzo.terelst
#jira none
#preflight 61ba7edbdc58e54b3318fdf5
#ROBOMERGE-AUTHOR: jason.hoerner
#ROBOMERGE-SOURCE: CL 18472819 in //UE5/Release-5.0/... via CL 18473380
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18473412 by jason hoerner in ue5-release-engine-test branch]
Adds 20us to TSR's DilateVelocity, but eliminate MotionBlur's velocity flatten that is 120us on console.
#rb josie.yang
#lockdown michal.valient
#preflight 616dabef6e12ff0001056c70, 616db80708cf4d000146e526
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 17850441 via CL 18003913 via CL 18369657 via CL 18369719
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18369796 by jon nabozny in ue5-release-engine-test branch]
- Some projects put rendering CVars in other sections than RendererSettings.
#jira UE-135567
[at]Josh.Adams, [at]Dmitriy.Dyomin
#rb Josh.Adams, Dmitriy.Dyomin
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 18270117 in //UE5/Release-5.0/... via CL 18270123
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18270137 by arciel rekman in ue5-release-engine-test branch]
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971
[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
Add static_assert to prevent the creation of new ones moving forward.
Used SHADER_PARAMETER_SCALAR_ARRAY/GET_SCALAR_ARRAY_ELEMENT for single parameters, or packed them with surrounding parameters when possible.
#rb Guillaume.Abadie,Daniel.Wright,Charles.deRousiers
#preflight 61577bf15631d900011d59a1
#ROBOMERGE-AUTHOR: jeannoe.morissette
#ROBOMERGE-SOURCE: CL 17707027 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v879-17706426)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 17707037 by jeannoe morissette in ue5-release-engine-test branch]
Now only r.AntiAliasingMethod prevails to selects the anti-aliasing method explicitly for the deferred shading renderer. Each AA technic have it's own cvars to control their quality independently
FXAA now have its own r.FXAA.Quality. The FXAA shader permutations where mis configured with r.PostProcessAAQuality=1 & 2 both mapping to the FXAA_PC_CONSOLE=1 that is now r.FXAA.Quality=0. Instead r.FXAA.Quality now offer more mid-quality settings for FXAA_PC=1 with r.FXAA.Quality=1 & 2 & 3. Backward comaptible migration is as followed:
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=0 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=1 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=2 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=3 -> r.FXAA.Quality=3 but with some neighborhood search setting changed in FXAAShader.usf
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=4 -> r.FXAA.Quality=4
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=5 -> r.FXAA.Quality=5
TAA now have its own r.TemporalAA.Quality. Backward compatible migration is as followed:
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=0 -> r.AntiAliasingMethod=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=1 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=2 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=0 -> r.TemporalAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=1 -> r.TemporalAA.Quality=1
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=4 -> r.TemporalAA.Quality=2
MSAA r.AntiAliasingMethod=3 & TSR r.AntiAliasingMethod=4 remains unchanged.
sg.AntiAliasingQuality now maps to different r.TemporalAA.Quality or r.FXAA.Quality
Automated tests on base CL: https://horde.devtools.epicgames.com/job/60d5b8410123b700014f9db5
Automated tests on change CL: https://horde.devtools.epicgames.com/job/60d47cde57b302000114bebf
#rb none
[FYI] jack.porter, wei.liu
#lockdown michal.valient
#ROBOMERGE-SOURCE: CL 16823623 via CL 16823646
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)
[CL 16823657 by guillaume abadie in ue5-release-engine-test branch]