Adding templated GetDynamicRHI that makes sure we don't cast the Validation DynamicRHI by accident.
#jira none
#rb jeannoe.morissette, zach.bethel
#preflight 62169c43104496cff8a1d9df
[CL 19100864 by christopher waters in ue5-main branch]
- Deprecating IRHIComputeContext::RHISetComputeShader.
- Moving the fallback version of RHISetComputePipelineState to IRHICommandContextPSOFallback.
- Making IRHIComputeContext::RHISetComputePipelineState pure virtual.
- Moving the fallback versions of RHICreateGraphicsPipelineState and RHICreateComputePipelineState into the new FDynamicRHIPSOFallback for platforms that were already using IRHICommandContextPSOFallback.
- Making FDynamicRHI::RHICreateGraphicsPipelineState and FDynamicRHI::RHICreateComputePipelineState pure virtual.
#jira none
#rb luke.thatcher, florin.pascu, will.damon, jeannoe.morissette
#preflight 621660bcc152c67496d9cc75
[CL 19095306 by christopher waters in ue5-main branch]
#jira UE-140535
#rb aaron.mcleran
#rb phil.popp
#preflight 6201caad97149bc07a91a458
#ROBOMERGE-AUTHOR: jimmy.smith
#ROBOMERGE-SOURCE: CL 18904384 in //UE5/Release-5.0/... via CL 18904476 via CL 18904619
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v913-18904215)
[CL 18904638 by jimmy smith in ue5-main branch]
We can't share DDPI infrastructure with PC D3D ES3.1 because of conflicts from sharing. We need a separate shader platform.
For now, we'll just 'intrusively' plumb the new Hololens shader platform. In the future, we want to move as much code out into
Hololens-specific platform code to reduce conflict with shared paths that don't need to know about Hololens.
#rb steve.smith, christopher.waters
#jira UE-133375
#preflight 61f9ca302251c6fb596e583e
#ROBOMERGE-AUTHOR: robert.srinivasiah
#ROBOMERGE-SOURCE: CL 18818524 in //UE5/Release-5.0/... via CL 18818546 via CL 18822881
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824735 by robert srinivasiah in ue5-main branch]
- Adding new enumeration to select PCM, ADPCM, Bink, and "platform specific"
- Updated platform codecs and various APIs to select correctly which codec to use
- Changed "is seekable streaming" semantics to "Is Seekable" since that is more correct in a post-stream-caching world
- Tried to clean up platform backends. Unable to move Bink decoder to multiplatform code because of module dependencies, will require a future refactor of our decoder module setup.
#rb Phil.Popp, Jimmy.Smith
#jira UE-140860
#preflight 61f97ad7f02e20f45add6d45
#ROBOMERGE-AUTHOR: aaron.mcleran
#ROBOMERGE-SOURCE: CL 18813332 in //UE5/Release-5.0/... via CL 18813341 via CL 18822758
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)
[CL 18824290 by aaron mcleran in ue5-main branch]
[CODEREVIEW] 18760692
#preflight 61f306361f12674afbc21105
#ROBOMERGE-AUTHOR: jimmy.smith
#ROBOMERGE-SOURCE: CL 18761821 in //UE5/Release-5.0/... via CL 18761887 via CL 18763071
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)
[CL 18763424 by jimmy smith in ue5-main branch]
#ROBOMERGE-AUTHOR: james.doverspike
#ROBOMERGE-SOURCE: CL 18668822 via CL 18668957 via CL 18669174 via CL 18669351 via CL 18669437 via CL 18669446 via CL 18669671 via CL 18669682 via CL 18669689
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v901-18665521)
[CL 18669702 by james doverspike in ue5-main branch]
#jira none
#rnx
#preflight 61de5c476a076ddb53d71a52
#ROBOMERGE-AUTHOR: jimmy.smith
#ROBOMERGE-SOURCE: CL 18581549 in //UE5/Release-5.0/... via CL 18581564 via CL 18581565
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)
[CL 18581568 by jimmy smith in ue5-main branch]
#jira none
#rnx
#preflight skip
#ROBOMERGE-AUTHOR: jimmy.smith
#ROBOMERGE-SOURCE: CL 18580230 in //UE5/Release-5.0/... via CL 18580258 via CL 18580270
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)
[CL 18580279 by jimmy smith in ue5-main branch]
#rb phill.popp
#jira none
#preflight 61de017acd2cced7106da86d
#ROBOMERGE-AUTHOR: jimmy.smith
#ROBOMERGE-SOURCE: CL 18577744 in //UE5/Release-5.0/... via CL 18577792 via CL 18577804
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)
[CL 18577946 by jimmy smith in ue5-main branch]
RHIs interface update.
Not implemented on Switch, Mac and OpenGL yet.
Tested with Strata on pc dx11/dx12, xb1 base, ps4 and ps5.
Tested wihtout Strata on pc and ps4.
ShooterGame test on PC
Mac preflight https://horde.devtools.epicgames.com/job/61b268709947f1ef980c602e
#preflight test https://horde.devtools.epicgames.com/job/61b26827b13fefb344312f11
#rb RHI, Console
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18508188 in //UE5/Release-5.0/... via CL 18508208
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)
[CL 18508217 by sebastien hillaire in ue5-release-engine-test branch]
Bringing over texture format changes from Release-5.0
- D3D format queries need to use the different UAV/Resource formats
- Check TypedUAVLoad support for D3D12
#rb kenzo.terelst, mihnea.balta, ben.woodhouse, stu.mckenna
#preflight 61afab681649962b665f3401
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 18399130 via CL 18399217 via CL 18399283 via CL 18399324 via CL 18434807 via CL 18436938
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18436993 by christopher waters in ue5-release-engine-test branch]
- Putting UniformBuffer name array key in a global header
- UniformBuffer name array shouldn't even been compiled in configurations that don't populate it
- Load shader UniformBuffer names in D3D12
- Adding error logging to D3D12 resource binding, uses shader UniformBuffer names. Implementation copied from D3D11.
#jira none
#rb kenzo.terelst
#preflight 61b23198e0430ca438c973de
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 18420494 in //UE5/Release-5.0/... via CL 18422574
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18422839 by christopher waters in ue5-release-engine-test branch]