AGXRHI is starting out as a clone of MetalRHI, but will be refactored and overhauled with several goals in mind:
- Reduce/Eliminate technical debt
- Substantially improve readability and maintainability
- Introduce clear layers for platform independent vs dependent code
- Reduce memory footprint and generally improve memory usage
- Remove legacy concepts (like manual reference counting) and enable better integration with platform tools
- Implement newer and more modern features provided by Metal (such as ray tracing and enhanced command buffer debugging)
- Target/tune the software architecture and API usage for performance on Apple designed GPUs
#rb jack.porter, richard.wallis
#jira none
#fyi lukas.hermanns
#rnx
[CL 16225160 by will damon in ue5-main branch]
* Removed dependency of WaterBodyData on MPC_Landscape and removed LandscapeWaterInfo : all MPC values to control water rendering should now be controlled by the WaterBrushManager
* All maps with a water velocity height texture need to be converted (update water brush manager) and a MapCheck displays a warning to do so with an hyperlink to trigger the action
#rb kevin.ortegren
#tests editor, PIE
#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 16166672 via CL 16166673 via CL 16166676
#ROBOMERGE-BOT: (v796-16191650)
#ROBOMERGE-CONFLICT from-shelf
#p4v-cherrypick 16197883
[CL 16224111 by jonathan bard in ue5-main branch]
Workaround case when GetStack returns an empty stack, and fix some of the cases that can cause it to return an empty stack.
#rb Johan.Berg
#rnx
[CL 16223819 by Matt Peters in ue5-main branch]
* Added CVar (r.GpuProfilerMaxEventBufferSizeKB) to control the GPU profiler scratch buffer's size (dynamically tweakable)
#rb ionut.mataseru
#jira none
#p4v-cherrypick 16221270
#ROBOMERGE-SOURCE: CL 16221260 in //Fortnite/Main/... via CL 16221263 via CL 16222503
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Main) (v796-16191650)
[CL 16222533 by jonathan bard in ue5-main branch]
- For editor-only actors this returns all the components bounds, otherwise it only includes non-editor components.
- Always skip transient components in the streaming bounds calculation.
- This fixes lights having a null bounds for streaming.
#rb none
#rb sebastien.lussier
#preflight 6091a12359592e0001fa3c4c
[CL 16219837 by JeanFrancois Dube in ue5-main branch]
This was required when these folders were blacklisted but that's not the case anymore.
Saves ~20s when loading a map containing ~90K external actors.
#rb patrick.enfedaque
[CL 16219405 by JeanFrancois Dube in ue5-main branch]