Adding FRDGUploadData to create upload data directly from the GraphBuilder persistent memory.
#jira none
#rb Zach.Bethel
#preflight 60c0de551264df00015e307a
[CL 16613071 by christopher waters in ue5-main branch]
One should not access target platform manager outside the game thread - in this case the target platforms array was invalidated while rendering thread was requesting info which was also causing it to re-initialize
#rb Josh.Adams
#jira UE-116932
#lockdown Cristina.Riveron
#ROBOMERGE-SOURCE: CL 16596321 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v828-16531559)
[CL 16596377 by rolando caloca in ue5-main branch]
2. Add a project setting option to avoid generating velocity and TAA shader unexpectly for mobile platform.
#jira none
#rb Dmitriy.Dyomin, Guillaume.Abadie
[CL 16584354 by Wei Liu in ue5-main branch]
- Adds macros check, checkBufferAccess and checkStructuredBufferAccess, along with Slow-suffixed equivalents
- A new cvar 'r.Shader.CheckLevel' which defaults to 1 (enable check but not Slow). Thus be careful when using check, if unsure use checkSlow!
- The cvar controls macros DO_CHECK=0 and DO_GUARD_SLOW=0 that mirrow the ones in host code.
- Note that SM6 version only works for CS and PS.
#rb charles.derousiers
#preflight 60be56fc1e21b4000177f07b
[CL 16576687 by Ola Olsson in ue5-main branch]
This change is another basis for more instance data and GPUScene improvements coming down the pipe.
#rb jason.nadro, krzysztof.narkowicz, zach.bethel, zak.middleton, rune.stubbe, ben.woodhouse
[FYI] brian.karis, ola.olsson
#preflight 60b9608d0249c300016598de
#ROBOMERGE-OWNER: graham.wihlidal
#ROBOMERGE-AUTHOR: graham.wihlidal
#ROBOMERGE-SOURCE: CL 16555619
#ROBOMERGE-BOT: (v828-16531559)
#ROBOMERGE-CONFLICT from-shelf
[CL 16555914 by graham wihlidal in ue5-main branch]
--
Repacked prim data (removes 8x float32)
Implemented builder pattern for primitive uniform shader parameters
Various cleanup, optimizations, improvements - all forming a basis for subsequent refactors and optimizations
Derive calculations like lighting channel mask, per object gbuffer data, and determinant sign bit on the GPU now, instead of wasting buffer space on it.
Removed LPV bias (unused)
#rb jason.nadro, kevin.ortegren, zach.bethel, krzysztof.narkowicz
#[fyi] brian.karis
#ushell-cherrypick of 16474697 by graham.wihlidal
#ushell-cherrypick of 16476806 by graham.wihlidal
#ushell-cherrypick of 16477587 by graham.wihlidal
[CL 16477749 by graham wihlidal in ue5-main branch]