This method can be called before the render pass is executed, so the currently bound state is irrelevant. The calling code must extract the correct render target configuration from the pass parameters and send it. Relying on ApplyCachedRenderTargets could lead to incorrect sort keys or even crashes when the method was called in between passes, and the previously bound texture pointers were stale.
#jira none
#rnx
#rb Christopher.Waters
#preflight 61b3363313028c27d2928d57
#ROBOMERGE-AUTHOR: mihnea.balta
#ROBOMERGE-SOURCE: CL 18430152 in //UE5/Release-5.0/... via CL 18435290
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18435514 by mihnea balta in ue5-release-engine-test branch]
- Putting UniformBuffer name array key in a global header
- UniformBuffer name array shouldn't even been compiled in configurations that don't populate it
- Load shader UniformBuffer names in D3D12
- Adding error logging to D3D12 resource binding, uses shader UniformBuffer names. Implementation copied from D3D11.
#jira none
#rb kenzo.terelst
#preflight 61b23198e0430ca438c973de
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 18420494 in //UE5/Release-5.0/... via CL 18422574
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)
[CL 18422839 by christopher waters in ue5-release-engine-test branch]
- RHI_RAYTRACING is not visible in RenderCore.h
- the other RT related stats are not wrapped in preprocessor branches either
#jira UE-136670
#preflight 61af4adac6650f98a97d9712
#rb aleksander.netzel
#ROBOMERGE-AUTHOR: tiago.costa
#ROBOMERGE-SOURCE: CL 18393872 in //UE5/Release-5.0/... via CL 18393874
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)
[CL 18393877 by tiago costa in ue5-release-engine-test branch]
- Strata render targets follow base pass load action.
- There is now an option to never clear the non first uint target
- On console, fast clear is leveraged
- SSData is cleared during the categorisation pass if the pixel is non SSS only
- This shaved 1.3ms on one platofrms and 0.3ms on another
#rb charles.derousiers
#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18381680 in //UE5/Release-5.0/... via CL 18381698
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18381712 by sebastien hillaire in ue5-release-engine-test branch]
- Factor out the batching setup & merging from the deferred instance culling
- Refactor the instance culling load balancer to be able to share types between different allocators
- Make batching logic use scene rendering allocator
- Rename RenderVirtualShadowMapsHw to RenderVirtualShadowMapsNonNanite (and similar names)
- Refactor view setup logic for Nanite & Non into common functions
#rb andrew.lauritzen
#ROBOMERGE-AUTHOR: ola.olsson
#ROBOMERGE-SOURCE: CL 18293379 via CL 18373760 via CL 18373855
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18373879 by ola olsson in ue5-release-engine-test branch]
- Add some dither noise to both the SMRT result and the shadow mask lookup to minimize banding
- Fall back to a single sample VSM lookup (with a generous static bias) when overflowing the number of lights in one pass projection path
- Fix clamping issue with page dilation that was setting extraneous pages with point lights
- Fix SMRT issue with local lights jammed right next to geometry viewed at a distance
- Separate settings for page dilation for local and directional lights
- Add simple debug output for # lights in one pass projection
- Remove some dead code/parameters
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 18279117 via CL 18373418 via CL 18373449
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18373485 by andrew lauritzen in ue5-release-engine-test branch]
#rb ola.olsson, kenzo.terelst, chris.bunner, ben.woodhouse
#preflight 619d019e47752856c967e8e9
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: christopher.waters
#ROBOMERGE-SOURCE: CL 18272226 via CL 18272299 via CL 18272307 via CL 18272369 via CL 18272376 via CL 18273256 via CL 18277581 via CL 18373265 via CL 18373289
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18373442 by jon nabozny in ue5-release-engine-test branch]
Dumps improvements:
1) Bring up for consoles
2) Better out of memory resiliency during the dumping process
3) Dumps console variables in CSV
4) Dumps process' log after completion
5) Dumps mip chains through FDumpTextureCS compute shader
6) Dumps depth & stencil texture formats through the FDumpTextureCS compute shader
7) Dumps at draw granularity with FRDGBuilder::DumpDraw(); (experimental)
8) Dumps final png screenshot to the dump directory
9) Adds & Dumps the FRDGBufferDesc::Metadata for viewer to decode buffer binary automatically
10) Dumps the PassParameters with structure metadata to decode shader parameters automatically
11) Adds CTRL+SHIFT+/ shortcut
Viewer improvements:
1) Tips display onload to spread some knowledge to the user
2) Supports for opening any pass/resources in new web browser tab
3) Emulates 16 and 32 bits UINT texture visualization with multiple webgl 8bit UINT textures
4) Fixes the webpage's tab going out of memory after visualizing many large resources.
5) Fixes the webpage's tab going out of memory after loading large buffer.
6) Adds support for more texture format with RGB channel reswizzling
7) Implements UI color-sheme based on UE5's editor theme
8) Implements texel color picker capabable of decoding every pixel format.
9) Implements texture viewer zooming with the mouse wheel
10) Implements a r.DumpGPU.Viewer.Visualize to open a specific RDG output resource when opening the viewer
#rb juan.canada
#preflight 619bb638fa0b360c406c42c5
[FYI] juan.canada, zach.bethel
#ROBOMERGE-AUTHOR: guillaume.abadie
#ROBOMERGE-SOURCE: CL 18260079 via CL 18372399 via CL 18372914
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18373039 by guillaume abadie in ue5-release-engine-test branch]
Update FScatterUploadBuffer::PrimitiveDataStrideInFloat4s to match FPrimitiveSceneShaderData
#ROBOMERGE-AUTHOR: jon.nabozny
#ROBOMERGE-SOURCE: CL 18004110 via CL 18369965 via CL 18369992
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18370003 by jon nabozny in ue5-release-engine-test branch]