- Move accessor into properties to reduce CPU cost for each renderer
#rb rob.krajcarski
#jira UE-178014
#preflight 644ac1e8877716c87873d161
[CL 25240311 by stu mckenna in ue5-main branch]
Implement IInterface_AssetUserData for UGroomCache and UGeometryCache.
#jira none
#preflight 6443c1f30206a6e20fc2ffc5
#rb Anousack.Kitisa
[CL 25157830 by daniel coelho in ue5-main branch]
This changelist is a merge of work done in //UE5/Dev-ParallelRendering to remove tech debt in the SRV/UAV create functions. See individual changelist descriptions in that stream for further details, but a summary of the change is as follows:
- We had multiple overloads of each of the RHICreateShaderResourceView and RHICreateUnorderedAccessView functions. Each function had a different set of supported view types and using them was complicated / ambiguous.
- There's now only 2 create functions, and a common FRHIViewDesc descriptor struct, which is stored on the base view class.
- FRHIView takes a reference on the underlying resource, ensuring that RHI views keep their viewed resource alive. This was not the case on some platforms, since it was previously the platform RHI implementation's responsibility.
- Platform RHI implementations resolve an FRHIViewDesc into a full FViewInfo struct using GetViewInfo. This centralizes the logic for computing num mips / num slices / format etc so it is the same across all platforms.
- Views must never be created with nullptr resources. This used to happen in the mesh streamer, but now all views require a real underlying resource. That resource can be a "BUF_NullResource" buffer, which is what the mesh streamer uses as a placeholder for buffers that have not streamed yet.
- We will eventually replace FRHITextureReference with a "null texture", similar to how BUF_NullResource works for buffers. This is not yet implemented, so there is no "null view" of a texture currently.
#rb kenzo.terelst,jeannoe.morissette,dmitriy.dyomin
#preflight 643534642855180717af410e
#jira none
[CL 24989901 by Luke Thatcher in ue5-main branch]
* Added material slot names to Geometry Cache and related functions on the component. In particular,calling SetMaterialByName on the component in Blueprint will now work.
* Face set names are now imported from Alembic as material slot names for GeometryCache (and static and skeletal meshes).
#jira UE-149340
#jira UE-172806
#rb Johan.Duparc
#preflight 6408af796e1dadfcda051a57
[CL 24560605 by Anousack Kitisa in ue5-main branch]
* Ran IWYU on ~170 plugins to remove includes not needed. Public api still keep old includes inside #if UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_2
#preflight 63d09351574ab9cae4670216
#rb none
[CL 23844750 by henrik karlsson in ue5-main branch]
- Ensure we handle IsRendererEnabled consistently
#rb rob.krajcarski
#jira UE-167810
#preflight 63c9df23894b6403145dd216
[CL 23793641 by Stu McKenna in ue5-main branch]
- Expanded FDeprecateSlateVector2D to provide structs for parameters, return types and member variables that use FVector2f, while still allowing conversion to/from FVector2d with optional per-module deprecation mechanisms.
- Many of the high-traffic SlateCore types like FSlateBrush, FGeometry and FSlateLayoutTransform have been converted to use these deprecation mechanisms.
- Some legacy FGeometry::ToPaintGeometry and MakeChild overloads have been explicitly deprecated since they cause ambiguous overloads with FSlateLayoutTransform if it were to support implicit construction.
- Deprecated ULocalPlayer::GetPixelBoundingBox and GetPixelPoint to prefer FVector2f for OptionalAllotedSize parameter since this parameter is expected to come from FGeometry
- Exposed FVector2f members to blueprints
#jira none
#rb Andy.Davidson, Dave.Jones, Vincent.Gauthier, Patrick.Boutot
#preflight 63bc6fd068068a8bd6027c9f
[CL 23631073 by Andrew Rodham in ue5-main branch]
- Removing MaterialAttributeDefinitionMap and MaterialRenderProxy from MaterialShared.h
- Removing MaterialShared from Material.h
#preflight 639cbb35776b61ba3b82f03e
[CL 23541603 by christopher waters in ue5-main branch]
* Remove the need to call BuildInstanceMaskAndFlags(), BuildRayTracingInstanceMaskAndFlags() manually in GetXXRayTracingInstance(). They will be called in the renderer module. All functions manually called has been removed.
* Remove the RENDER_API public api for those functions, as they cause link error in the Engine module (where the header is included in the Engine build file for static library link. the RENDERER_API is interpreted as dllimport, which will not link the functions in RayTracingInstance.cpp) and there is no need to call them outside of renderer module.
* A callback function is added to FRayTracingInstance, use it for RaytracingInstanceMaskandFlags caching.
Note: this is a first step to separate the instance mask between RayTracing and PathTracing, where PathTracing uses a totally different instance mask. This cleanup is un-avoidable if we want to keep rendering related code in the renderer module.
#rb Yuriy.ODonnell
#jira UE-172742
#preflight 6399002f2960b732202acc7c
[CL 23514248 by tiantian xie in ue5-main branch]