Commit Graph

71 Commits

Author SHA1 Message Date
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
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
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
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
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
charles derousiers
9707f945c6 Set closure count to 1 by default on all low end platforms.
#rb none
[FYI] sebastien.hillaire

[CL 27965924 by charles derousiers in ue5-main branch]
2023-09-18 13:42:05 -04:00
charles derousiers
a203fd7037 Make Glint/SpecularLUT/SheenQuality be set per platform.
#rb none
[FYI] sebastien.hillaire

[CL 27947302 by charles derousiers in ue5-main branch]
2023-09-16 22:04:52 -04:00
carl lloyd
c82a87e483 Enabled Distance Fields in Android rendering settings, on ES31 platforms this should still be disabled by the device profiles and cvar
#rb trivial
#preflight none

[CL 25487106 by carl lloyd in ue5-main branch]
2023-05-16 06:41:06 -04:00
Aaron McLeran
70e7c3734f Removing many vestigates of old audio engine code.
#rb Ryan.Mangin
#jira UE-144348
#preflight 6446e9d30206a6e20f49f2e7

[CL 25172786 by Aaron McLeran in ue5-main branch]
2023-04-24 18:22:37 -04:00
dmitriy dyomin
6f5740c36c Resubmitting GPU Landscape section culling, with a mising landscape fix
#p4v-cherrypick 25142057

[CL 25142397 by dmitriy dyomin in ue5-main branch]
2023-04-21 01:43:20 -04:00
john huelin
f283333ad0 Revert GPU Landscape section culling
#rb jonathan.bard

[CL 25139777 by john huelin in ue5-main branch]
2023-04-20 19:09:51 -04:00
dmitriy dyomin
b7acb3e784 Enable landscape GPU culling on Android and iOS
[CL 25107263 by dmitriy dyomin in ue5-main branch]
2023-04-19 11:12:19 -04:00
charles bloom
51a5e3e5a9 fix Platform Texture name remaps should be done before Conditional Prefix
this way having the OODLE_ or TFO_ prefix enabled doesn't break ETC or ASTC remaps in the platform
fix TextureFormatRemovePrefixFromName incorrectly assuming format names don't have underscores in them
Platform remap config no longer needs prefixed versions
this also turns on Oodle for Android DXT flavor

#preflight https://horde.devtools.epicgames.com/job/63fcf77960163ed3c2494e6e
#rb dan.thompson
#jira none

[CL 24428598 by charles bloom in ue5-main branch]
2023-02-27 14:02:31 -05:00
dmitriy dyomin
4638292c60 Prefer D24_S8 depth target on Android Vulkan (Undo CL# 2406930)
[CL 24114628 by dmitriy dyomin in ue5-main branch]
2023-02-09 22:57:42 -05:00
dmitriy dyomin
b622e1ed2c Do not force D24_S8 depth target on Android Vulkan
[CL 24069492 by dmitriy dyomin in ue5-main branch]
2023-02-08 03:01:29 -05:00
maxime zobenbueler
0c960713e9 Adding screen density for Nothing Phone as OEM values are lower than expected
[REVIEW] [at]Fourat.Jellouli
[RN] Adding screen density for Nothing Phone

[CL 23951427 by maxime zobenbueler in ue5-main branch]
2023-02-01 12:29:16 -05:00
alejandro aguilar
d32fd27232 Movement of configuration to base files to avoid overriding project settings
#jira UE-163679
#review-22524674 @Sam.Zamani, @Chris.Varnsverry, @Josh.Adams
#preflight 634e6552820aa0c1932d79ce

[CL 22595624 by alejandro aguilar in ue5-main branch]
2022-10-18 05:07:28 -04:00
Wei Liu
e26c2c3402 Add TAA pixel shader to utilize the hardward frame buffer compression on mobile devices.
#jira none

#rb Dmitriy.Dyomin, Guillaume.Abadie
#preflight 6333e3fec7791417aaedfc0a

[CL 22218688 by Wei Liu in ue5-main branch]
2022-09-28 02:27:58 -04:00
dmitriy dyomin
370b62b502 Android: Do not backtrace vulkan memory allocations by default
[CL 21468195 by dmitriy dyomin in ue5-main branch]
2022-08-19 19:36:32 -04:00
jimmy smith
b92f1fdf0d Configuration support for AudioInfos / AudioFormats per platform
#jira UE-159832
#rb Aaron.mcleran Phil.Popp Dan.Thompson Josh.Adams
#preflight 62d260033c3df323907eaa93

[CL 21153330 by jimmy smith in ue5-main branch]
2022-07-18 17:47:55 -04:00
dmytro vovk
be655d6f1d Improve CPU thermal sensor detection on Android
#rb Allan.Bentham

#ROBOMERGE-AUTHOR: dmytro.vovk
#ROBOMERGE-SOURCE: CL 20964831 via CL 20964835 via CL 20964843
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)

[CL 20965540 by dmytro vovk in ue5-main branch]
2022-07-06 09:05:34 -04:00
axel riffard
a2477ac467 Remove deprecated IOnlineStore (IAP v1) interface, helper and platform implementation (iOS, Android, X1).
Also, removed Game Circle
#jira UE-155308
#rb bertrand carre
#fyi jack.porter
#preflight 62b9c65ee77151e5996eb9b2

[CL 20831323 by axel riffard in ue5-main branch]
2022-06-27 11:24:18 -04:00