- Created FGlobalDistanceFieldParameters2 using SHADER_PARAMETER_STRUCT.
- Can't remove existing struct since it's used by Niagara.
- Added SetupGlobalDistanceFieldParameters helper function to perform the necessary logic.
- Converted FScreenGridParameters to use SHADER_PARAMETER_STRUCT.
- Added SetupScreenGridParameters helper function to perform the necessary logic.
- Bind AO SampleDirections using SHADER_PARAMETER_STRUCT instead of GLOBAL_SHADER_PARAMETER_STRUCT + SetUniformBufferParameterImmediate.
- Removed all legacy shader parameters from FVisualizeMeshDistanceFieldCS, FConeTraceScreenGridObjectOcclusionCS, FConeTraceScreenGridGlobalOcclusionCS, FCombineConeVisibilityCS.
- Removed some unused variables
#rb daniel.wright
#preflight 61b34475ee0de9822e3b72b6
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18432863 in //UE5/Release-5.0/... via CL 18435419
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18435907 by tiago costa in ue5-release-engine-test branch]
#rb Kevin.Ortegren
#jira FORT-431891
Tested on FN pools and personal manual tested cases.
#ushell-cherrypick of 18393230 by Sebastien.Hillaire
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18429589 in //UE5/Release-5.0/... via CL 18429607
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18429608 by sebastien hillaire in ue5-release-engine-test branch]
Implement tiled dispatch in the path tracer to reduce the likelyhood of GPU timeouts when rendering at high resolution. This also reduces the memory requirements for path state when running with path compaction enabled.
Change from a uint buffer to a structured buffer for storing path states which gives a small speedup.
Add indirect dispatch support to launch less work for compacted bounces (off by default as it does not seem to provide a speedup so far)
#jira TM-6595
#rb Juan.Canada
#preflight 61b27c6a2b48d03df526ce85
#preflight 61b28773ee0de9822e0f02de
#ROBOMERGE-AUTHOR: chris.kulla
#ROBOMERGE-SOURCE: CL 18426885 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v897-18405271)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
[CL 18426911 by chris kulla in ue5-release-engine-test branch]
In the new uber shader setup we can just use VisualizeMode for that.
#rb jason.nadro
#ROBOMERGE-AUTHOR: jeremy.moore
#ROBOMERGE-SOURCE: CL 18425502 in //UE5/Release-5.0/... via CL 18425520
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18425528 by jeremy moore in ue5-release-engine-test branch]
#ROBOMERGE-AUTHOR: brian.karis
#ROBOMERGE-SOURCE: CL 18424858 in //UE5/Release-5.0/... via CL 18424869
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18424879 by brian karis in ue5-release-engine-test branch]
#ROBOMERGE-AUTHOR: daniel.wright
#ROBOMERGE-SOURCE: CL 18424544 in //UE5/Release-5.0/... via CL 18424559
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18424578 by daniel wright in ue5-release-engine-test branch]
* No weight blend layers should never be normalized (in case of multiple edit layers, it could happen that all AllLayerWeightSum != 1, which would wrongly attenuate the no weight blend layer's weight)
* For the same reason, the visibility layer, which is not weight blended, could end up being blended with weight-blended layers, leaving to non-fully masked area where there is paint from another layer
#rb sebastien.lussier
#tests editor
#ROBOMERGE-OWNER: jonathan.bard
#ROBOMERGE-AUTHOR: jonathan.bard
#ROBOMERGE-SOURCE: CL 18419046 via CL 18419057 via CL 18419059 via CL 18420019 via CL 18422508
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18422780 by jonathan bard in ue5-release-engine-test branch]
#jira none
#rb ola.olsson
#ROBOMERGE-AUTHOR: steve.smith
#ROBOMERGE-SOURCE: CL 18419318 in //UE5/Release-5.0/... via CL 18422420
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18422671 by steve smith in ue5-release-engine-test branch]
Added wave wide work distribution of coverage testing through bitmask tiles. This didn't prove to be faster in my test but I'm checking it in for posterity and the work distribution code is good and may be useful elsewhere. We can delete the tile distribution from the rasterizer later.
#rb rune.stubbe
#ROBOMERGE-AUTHOR: brian.karis
#ROBOMERGE-SOURCE: CL 18415357 in //UE5/Release-5.0/... via CL 18415390
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18415405 by brian karis in ue5-release-engine-test branch]
The top layer texture had a unecessary UAV flag preventing to create cmask metadata.
#rb none
#jira none
[FYI] sebastien.hillaire
#ROBOMERGE-AUTHOR: charles.derousiers
#ROBOMERGE-SOURCE: CL 18396739 in //UE5/Release-5.0/... via CL 18396754
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18396760 by charles derousiers in ue5-release-engine-test branch]