Commit Graph

147 Commits

Author SHA1 Message Date
florin pascu
241d2d8693 Re-enable VK SM5 preview for D3D
Force SM6 for preview VK SM5, Mac SM5
Enable Lumen Support for Preview VK SM5, Mac SM5
Modifying FeatureLevelSwitch to respect the parent ShaderPlatform FeatureLevel and not the one set by preview in order to have consistent material logic with the Shader Platform we are trying to preview

#rb Jack.Porter, jeannoe.morissette

[CL 36758806 by florin pascu in 5.5 branch]
2024-10-01 19:42:38 -04:00
dmytro ivanov
b626912ca1 Adding UMaterial and UMaterialInstance asset validators
#rb Florin.Pascu

[CL 36757343 by dmytro ivanov in 5.5 branch]
2024-10-01 19:28:53 -04:00
chris babcock
858367a417 Update SDK version
#android
[REVIEW] [at]Ben.Temple
#rb ben.temple

[CL 36749044 by chris babcock in 5.5 branch]
2024-10-01 18:02:26 -04:00
erica stella
49e49fb6fd Added movable point lights dynamic shadows in mobile forward renderer
#jira UE-211646
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 36004303 by erica stella in ue5-main branch]
2024-09-04 08:00:07 -04:00
bob tellez
f363f1bdc3 [Backout] - CL35965427
[FYI] erica.stella
Original CL Desc
-----------------------------------------------------------------
Added movable point lights dynamic shadows in mobile forward renderer

#jira UE-211646
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 35974859 by bob tellez in ue5-main branch]
2024-09-03 14:41:29 -04:00
erica stella
cdfe4f12af Added movable point lights dynamic shadows in mobile forward renderer
#jira UE-211646
#rb Dmitriy.Dyomin, Florin.Pascu

[CL 35965433 by erica stella in ue5-main branch]
2024-09-03 09:20:10 -04:00
florin pascu
37c9e6215a Move gc.MaxObjectsInGame, Substrate and NumPreallocatedVertices settings from Android Platform ini to Base ini
#jira UE-203408

#rb Jack.Porter

[CL 35367693 by florin pascu in ue5-main branch]
2024-08-07 10:02:35 -04:00
florin pascu
3b3c208b9c Group the PreviewPlatforms into submenus organized by PlatformName
#rb Jack.Porter
#jira UE-216787

[CL 35134904 by florin pascu in ue5-main branch]
2024-07-29 07:26:19 -04:00
dan thompson
414aeead11 Multithreaded BPT validation.
#rb Jon.Olick, Justin.Marcus
#rnx

[CL 35118888 by dan thompson in ue5-main branch]
2024-07-26 16:25:07 -04:00
dmitriy dyomin
5c7984141a Do not enable ray-tracing support on FN Android.
Still enabled by default for engine Android

[FYI] allan.bentham, florian.penzkofer

[CL 34299954 by dmitriy dyomin in ue5-main branch]
2024-06-12 01:51:04 -04:00
dmytro ivanov
5abd6b7983 Add support for NDK 27
#rb denys.mentiei, Chris.Babcock

[CL 34066026 by dmytro ivanov in ue5-main branch]
2024-06-03 10:46:16 -04:00
dmitriy dyomin
5ce181f6d5 Remove landscape.SupportGPUCulling=1 from platform ini files, since feature is enabled by default
[CL 33101775 by dmitriy dyomin in ue5-main branch]
2024-04-19 09:58:00 -04:00
dmitriy dyomin
9c71c0b28c Change r.NeverOcclusionTestDistance from 2000 to 200 for a base engine IOS and Android, so it works for most types of content
[CL 32817018 by dmitriy dyomin in ue5-main branch]
2024-04-08 22:18:27 -04:00
stu mckenna
4deee38e4a - Add bSupportsUnrestrictedHalfFloatBuffers to DDPI
- Disable Niagara compute compilation if the shader platform does not support half floats

#rb dan.elksnitis, Jason.Nadro, Laura.Hermanns, rob.krajcarski
#jira UE-211613

[CL 32798790 by stu mckenna in ue5-main branch]
2024-04-08 13:53:55 -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
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
dmytro ivanov
aada0a44ee Enable using NDK 26.2.x
#jira UE-206659
#rb Chris.Babcock

[CL 31426944 by dmytro ivanov in ue5-main branch]
2024-02-13 10:16:51 -05:00
henry falconer
795715c9a5 Disable hair binding on mobile, as it fails an assert due to a missing SRV on the target mesh
#rb Charles.deRousiers

#changelist validated
#virtualized

[CL 31216162 by henry falconer in ue5-main branch]
2024-02-06 11:12:53 -05:00
dmytro ivanov
a8eaa21437 Add support for HWAsan in NDK 26
#jira UE-205585
#rb dmytro.vovk

[CL 31122572 by dmytro ivanov in ue5-main branch]
2024-02-02 09:29:10 -05:00
florian penzkofer
d94380f152 Lumen on Android performance improvements
Support wave size 64 lumen compute inline RT dispatches and enable by default on Android.
Allow use of wave ops as long as they are supported in fragment and compute shaders (Vulkan). Vulkan implementation on Android typically don't support it in vertex and geometry stage.

#jira UE-200580
#rb Krzysztof.Narkowicz

[CL 31103364 by florian penzkofer in ue5-main branch]
2024-02-01 16:39:13 -05:00
charles derousiers
93f874d6d0 Add hair cards/meshes binding & deformation support for mobile renderer.
#rb charles.derousiers
[FYI] florin.pascu, henry.falconer, per.karefelt

#ushell-cherrypick of 30955220 by Charles.deRousiers

[CL 30955660 by charles derousiers in ue5-main branch]
2024-01-27 11:28:27 -05:00
allan bentham
2dc81d3644 Android: Set max allowed NDK version to 26.
#rb chris.babcock
[FYI] chris.babcock

[CL 29804018 by allan bentham in ue5-main branch]
2023-11-17 05:38:49 -05:00
dmitriy dyomin
21ed8ecb18 Added Android static feature level and platform info
#rb jack.porter

[CL 29706762 by dmitriy dyomin in ue5-main branch]
2023-11-14 00:30:11 -05:00
tuo chen
d15933ed78 Add mobile lens flare pass
#rb Dmitriy.Dyomin
#jira UE-199859
#fyi Jack.Porter

[CL 29590352 by tuo chen in ue5-main branch]
2023-11-09 01:49:15 -05:00
zach bethel
391eaf38cf Implemented parallel Gather Dynamic Mesh Elements (GDME) for visibility and shadows.
- Added r.ParallelGatherDynamicMeshElements to control whether the feature is enabled. When disabled, tasks are constrained to the render thread as before.
 - Added r.Visibility.DynamicMeshElements.NumTasks and r.Shadow.DynamicMeshElements.NumTasks which both default to 4. Thread contention becomes an issue at higher task counts for proxies which do a lot of uniform buffer or resource creation / updates.

Implementation Details:

The scene view visibility path typically has many dynamic elements per view, whereas there are typically more shadow views processing fewer elements each.

The main visibility path pushes dynamic primitives into a queue which is then processed by N async tasks, each with its own mesh collector and global vertex / index buffer. If a scene proxy is marked as not supporting parallel GDME, it is processed instead on the render thread in parallel with other async tasks. Niagara is currently the only proxy which is marked as unsupported by parallel GDME, as it has many potential sync points that would need to be untangled. When the async tasks complete, the task contexts are merged back to the view in an async task prior to launching dynamic mesh passes. Another important detail is that all material and GPU scene ops are deferred by the mesh collector and finalized at the end on the render thread. Deferring materials is necessary to allow the VT update task to overlap with GDME. The GPU scene updates are not thread safe and must be deferred.

The shadow path instead creates a queue of FProjectedShadowInfo's which is processed in parallel by async gather tasks (each with its own collector context). If a particular shadow has proxies that do not support parallel GDME, then a second pass is done over that FProjectedShadowInfo on the render thread to process the render thread only proxies. The dynamic mesh passes are launched asynchronously as well and are waited on by the shadow depth rendering passes later in the frame.

#rb krzysztof.narkowicz, christopher.waters

[CL 29289633 by zach bethel in ue5-main branch]
2023-10-31 16:36:46 -04:00