Commit Graph

160 Commits

Author SHA1 Message Date
ben hoffman
f94171a7dc Add WindowsApplication KBM hardware device definition. Move the XInput hardware defintiion out to its own plugin as it should be.
#rnx

#rb Phillip.Kavan

[CL 32507945 by ben hoffman in ue5-main branch]
2024-03-26 10:05:42 -04:00
kenzo terelst
a7e0d62c3d Enable PSO precaching for global compute shaders by default on Windows
[CL 32466188 by kenzo terelst in ue5-main branch]
2024-03-25 06:02:12 -04:00
joe kirchoff
6af42710c6 Disallow 14.39.33519 - 14.39.33522 toolchains
#rnx

[CL 32420339 by joe kirchoff in ue5-main branch]
2024-03-21 18:23:34 -04:00
calvin zheng
0126089bd4 Reorganize memory.MemoryPressureCriticalThresholdMB for memory pressure assessment
#rb Zousar.Shaker, Josh.Adams

[CL 32333617 by calvin zheng in ue5-main branch]
2024-03-19 14:33:18 -04:00
rune stubbe
79573f21b4 Enable r.Nanite.Streaming.ReservedResources on Windows
#rb yuriy.odonnell
[FYI] brian.karis, graham.wihlidal, jamie.hayes, ben.woodhouse

[CL 32297488 by rune stubbe in ue5-main branch]
2024-03-18 07:24:23 -04:00
jeremy moore
fc86b6e263 Enable Work Graph support in D3D12 SM6 now that we have updated DXC to support it.
#jira UE-206245
[FYI] graham.wihlidal

[CL 32259735 by jeremy moore in ue5-main branch]
2024-03-14 17:03:41 -04:00
jeremy moore
804418158d #jira UE-206245, UE-206247
Add basic DX12 Work Graph support.
For this first pass there is no exposed RHI functionality for directly dispatching a work graph. Instead shader bundles have been extended to support a work graph based implementation.
Nanite compute materials now can use work graph shader bundles on D3D12 when r.Nanite.AllowWorkGraphMaterials and r.Nanite.Bundle.Shading are both set. Both of these default to off at the moment.
Also DataDrivenPlatformInfo now expose bSupportsWorkGraphs. This is false everywhere, but will be enabled for D3D12_SM6 as soon as we have the latest DXC shader compiler with lib_6_8 support submitted.
#rb Kenzo.Terelst, Yuriy.ODonnell

[CL 32196717 by jeremy moore in ue5-main branch]
2024-03-12 18:42:09 -04:00
laura hermanns
29a6c72678 [Shaders] Move macro SUPPORTS_INDEPENDENT_SAMPLERS to DDSPI configuration.
While the mobile team wants to keep independent samples disbaled for PCD3D_ES3_1, it makes sense to move this as a platform dependent feature into the DDSPI configuration.

#rb brian.white, christopher.waters, Yuriy.ODonnell
[FYI] Dmitriy.Dyomin, Carl.Lloyd
#rnx

[CL 31764896 by laura hermanns in ue5-main branch]
2024-02-23 11:10:12 -05:00
joe kirchoff
78e0f030f2 UnrealBuildTool: Move recommended Visual Studio components to json sdk config
#rnx
#rb Josh.Adams

[CL 31667312 by joe kirchoff in ue5-main branch]
2024-02-20 20:27:45 -05:00
steve robb
8797380caa Reverting change to add MSVC 17.9 as a preferred toolchain.
[CL 31521874 by steve robb in ue5-main branch]
2024-02-15 11:28:56 -05:00
steve robb
0c6bbc6345 Support for MSVC 17.9.
#rb james.hopkin
#jira UE-206977

[CL 31516471 by steve robb in ue5-main branch]
2024-02-15 07:39:50 -05:00
josh adams
67d747d50a - Moved all versions from *SDK.Versions.cs files to *_SDK.json files
- Some static variables made it tricky, so added some support to make it simpler on users of the static variables
#rb David.Harvey

[CL 31431441 by josh adams in ue5-main branch]
2024-02-13 11:51:53 -05:00
christopher waters
565a78058a D3D12 Bindless Resources with CPU managed descriptor heap updates
- D3D12 PC Bindless needs descriptor heaps managed on the CPU; we cannot update them on the GPU timeline.
- Each context now has a FD3D12ContextBindlessState that contains the per-context GPU descriptor heap as well as descriptor rollbacks to apply to the heap before submission.
- We have to roll descriptors back to their values before the incoming view updates were applied so that we can leverage the CPU heap copy at all times. This isn't deferring the updates; it's storing the values before the updates and making sure the heap is used with those values.
- When a context encounters a draw/dispatch and there were any descriptor updates, the previously used heap is updated with the correct set of descriptors before a new heap is created for the subsequent draws/dispatches.

Additional changes
- Allowing RHIs to override FRHITextureReference for custom bindless implementations.
- Adding FRHIDescriptorAllocator::GetAllocatedRange to allow managers to find the smallest range of descriptors that need to be copied to new heaps.
- DescriptorCache now holds reference counted pointers to the bindless heaps to avoid potential use after free scenarios.
- Adding ED3D12DescriptorHeapFlags to mirror D3D12_DESCRIPTOR_HEAP_FLAGS while adding new flags.
- Adding ability to pool descriptor heaps to avoid high OS overhead when constantly allocating new ones.
- Pooling descriptor heaps required more descriptor heap managers to implement CleanupResources.

#jira UE-162014
#rb Luke.Thatcher

[CL 30183702 by christopher waters in ue5-main branch]
2023-12-07 12:30:21 -05:00
christopher waters
15bc726977 Adding Barycentrics support checks
- Adding EShaderCodeFeatures::Barycentrics
- Adding GRHIGlobals.SupportsBarycentricsSemantic
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsIntrinsics to control COMPILER_SUPPORTS_BARYCENTRIC_INTRINSICS
- Adding FDataDrivenShaderPlatformInfo::GetSupportsBarycentricsSemantic to control PLATFORM_SUPPORTS_BARYCENTRICS_SEMANTIC

#jira UE-193429
#rb graham.wihlidal, mihnea.balta

[CL 29771745 by christopher waters in ue5-main branch]
2023-11-16 00:28:03 -05:00
florian penzkofer
cd93ccdb8b Support ThinTranslucent Materials in mobile renderer
OpenGL ES and Metal use framebuffer fetch.
Vulkan uses dual source blending.
For Vulkan and OpenGL ES there is a fallback shader permutation for drivers that don't support this. The fallback is the same as the existing solution that uses regular blending (i.e. looks different).
Others uses dual source blending and we force use of DXC for those shaders.
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 29245271 by florian penzkofer in ue5-main branch]
2023-10-30 15:41:46 -04:00
tiantian xie
64db4ff381 Add high end ray tracing effects platform dependent flag bSupportsHighEndRayTracingEffects and apply it to guide translucent shadow.
#jira UE-196323
#rb yuriy.odonnell

[CL 28959763 by tiantian xie in ue5-main branch]
2023-10-20 06:50:16 -04:00
chris kulla
1e11a46938 RayTracing: Remove deprecated RayTraced Reflections
This functionality is now well covered by Lumen reflections which are the supported path going forward.

#jira UE-198247
#rb Aleksander.Netzel,Yuriy.ODonnell

[CL 28866153 by chris kulla in ue5-main branch]
2023-10-17 21:41:09 -04:00
guillaume abadie
4519fde3d2 Kills waveops on -d3d12 -sm5
#rb Yuriy.ODonnell
#tests win64

[CL 28678101 by guillaume abadie in ue5-main branch]
2023-10-11 15:32:33 -04:00
josh adams
630fd08da7 - Redid the quick fix for NDA PreviewPlatforms crashing Mac/Linux, as it was causing some missing menu items and/or ensures with the other fixes
[FYI] michael.wanderson
#rb trivial

[CL 28006454 by josh adams in ue5-main branch]
2023-09-19 15:02:24 -04:00
josh adams
dc8670b9b2 - FIxed the Windows PreviewPlaforms to have the correct PlatformName
#rb Jean-Michel Dignard (tested it)

[CL 28000205 by josh adams in ue5-main branch]
2023-09-19 12:40:57 -04:00
michael wanderson
42e2411043 Add support for previewing platforms on PC D3D that support more than 16 samplers (max: 32). To acheive this the following changes were required:
- Added support for up to 32 samplers to the D3D12 RHI.
- Added 'MaxSamplers' to ShaderPlatform in DataDrivenPlatformInfo, this is defaulted to 16 for all shader platforms and can be modified the the DDPI ini files. This value will set the shader compiler define 'PLATFORM_MAX_SAMPLERS'.
- Added a 'RequiredSamplersSwitch' material editor node to branch based on a given shader platform's maximum sampler count.
- To support more than 16 samplers on feature level SM5 platforms Dxc and sm6.0 are used to compile the shader. On platforms that don't support Dxc and sm6.0 the preivew menu item will be disabled.

#jira UE-191404
#rb florin.pascu

[CL 27850133 by michael wanderson in ue5-main branch]
2023-09-13 16:56:08 -04:00
andriy tylychko
c8d32b6b0b Custom cross-platform dynamic TLS implementation because we hit OS TLS slot limit on many platforms. compile-time defined num slot limit.
Allocating and freeing slots can be contended, getting and setting a slot value is fast but has an additional indirection compared with OS TLS. Used only for windows editor for now, because it's a bit slower than OS TLS implementation.

#rb dmytro.vovk, francis.hurteau

[CL 27827939 by andriy tylychko in ue5-main branch]
2023-09-13 09:25:27 -04:00
ben hoffman
a4add7e368 Bump windows version from 18362 to 19041 to meet the minimum spec for GameInput API
#rb josh.adams, David.Harvey
#jira UE-157716

[CL 27596827 by ben hoffman in ue5-main branch]
2023-09-05 10:57:05 -04:00
graham wihlidal
0082a49c02 Add missed files in last submit
[FYI] luke.thatcher

[CL 27369193 by graham wihlidal in ue5-main branch]
2023-08-25 02:19:04 -04:00
aleksander netzel
c2de8e44ce Disable bindless for raytracing on Windows due to issues on AMD.
#rb chris.waters
#jira UE-192293

[CL 27122694 by aleksander netzel in ue5-main branch]
2023-08-15 17:52:32 -04:00