ilya loshchinin
f743163687
Csv proviles: disable RenderTargetPool category on the server side by default.
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#rb serge.bernier
#ROBOMERGE-AUTHOR: ilya.loshchinin
#ROBOMERGE-SOURCE: CL 18286697 via CL 18286714 via CL 18286727 via CL 18287855 via CL 18287924
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
[CL 18287953 by ilya loshchinin in ue5-release-engine-test branch]
2021-11-24 15:42:47 -05:00
Marc Audy
0c3be2b6ad
Merge Release-Engine-Staging to Test @ CL# 18240298
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[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
dc4bf61540
Merge from Release-Engine-Staging @ 17030559 to Release-Engine-Test
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This represents UE4/Main @ 17030256 and Dev-PerfTest @ 17030553
[CL 17031509 by aurel cordonnier in ue5-release-engine-test branch]
2021-08-03 11:56:47 -04:00
jonathan bard
c27ab58ce8
Fixed transient texture array not properly created
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#rb zach.bethel
#jira none
#preflight 60bf36897ed0b6000110a34a
[CL 16585964 by jonathan bard in ue5-main branch]
2021-06-08 08:12:51 -04:00
christopher waters
02fe0df0fd
ETextureCreateFlags enum class.
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#jira none
#rb luke.thatcher
#preflight 60abd0c758f02e00017a2196
[CL 16438084 by christopher waters in ue5-main branch]
2021-05-24 14:25:19 -04:00
Luke Thatcher
5419abad1c
Fix crash in editor where the format aliasing overload of RHICreateUnorderedAccessView is not implemented.
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- We shouldn't call this function when GRHISupportsUAVFormatAliasing is false
#rb Zach.Bethel
[CL 16376850 by Luke Thatcher in ue5-main branch]
2021-05-18 17:39:24 -04:00
Luke Thatcher
d9728437c1
Add UAVFormat field to FPooledRenderTargetDesc to allow selection of an aliasing format when retrieving surfaces from the pool
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- Used by the VT system to alias DXT surfaces with integer formats.
#rb Zach.Bethel
#fyi Christopher.Waters
#jira UE-114726
#preflight 60a3aca422cce000018d88ad
[CL 16369514 by Luke Thatcher in ue5-main branch]
2021-05-18 12:34:02 -04:00
christopher waters
d1f02225a4
Adding support for R32_FLOAT depth buffers.
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#jira UE-85382
#rb brian.white, will.damon, mihnea.balta
#fyi andrew.lauritzen
#preflight 609de73fbfbee500013afd47
[CL 16330130 by christopher waters in ue5-main branch]
2021-05-14 11:17:41 -04:00
zach bethel
b67b0d2dda
Added FRHI{Texture, Buffer}ViewCache to clean up FRDGPooledX / FRHITransientX duplicate code. Added support for UAVs with a format.
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#rb christopher.waters
#preflight 6086ee7c1046fb00018cec87
[CL 16116698 by zach bethel in ue5-main branch]
2021-04-26 14:12:08 -04:00
zach bethel
953d21cec8
Transient allocator support for platform
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#lockdown nick.whiting
#ROBOMERGE-SOURCE: CL 16106012 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v789-15992632)
[CL 16106022 by zach bethel in ue5-main branch]
2021-04-23 15:48:49 -04:00
zach bethel
47cf1f4458
Rewrite of RHI transient resource system.
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- Views are cached on RHI transient resources; view renames are no longer necessary.
- RHI Transient resources utilize a single cache per heap keyed off of the descriptor + offset. Resource caches and heaps are garbage collected.
- CPU performance is effectively equivalent to the existing pooled resource method.
- Added common RHI transient resource allocator implementation in RHI core; significantly reduces the amount of platform code.
- Resource aliasing overlaps are tracked by the RHI and submitted through an acquire operation.
- Fixed D3D12 implementation to support multi-GPU.
- Removed condition that excluded small (<64k) buffers in the transient allocator.
- RHI validation now checks that resource overlaps are valid; i.e. if an overlap occurs between resource A and B during an acquire of B, validation checks that A has been discarded.
#rb graham.wihlidal, luke.thatcher, kenzo.terelst
[CL 16076280 by zach bethel in ue5-main branch]
2021-04-21 13:03:28 -04:00
kenzo terelst
1c0b2807e5
Fix issue where frame fence is retrieved from RenderThread while it's being updated by RHI Thread while deleting resources from the RenderThread (should be moved to RHIThread via request deletion)
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#jira none
#rb trivial
#ROBOMERGE-SOURCE: CL 15750288 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
[CL 15753928 by kenzo terelst in ue5-main branch]
2021-03-20 04:30:17 -04:00
zach bethel
5c7467a9c5
Fix for crash in render target pool texture trimming.
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#fyi kenzo.terelst, michal.valient
#jira FROST-1427
[CL 15742513 by zach bethel in ue5-main branch]
2021-03-18 18:52:49 -04:00
Marc Audy
0cbbc781ca
Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
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This represents UE4/Main @ 15709114
[CL 15740605 by Marc Audy in ue5-main branch]
2021-03-18 15:20:03 -04:00
kenzo terelst
da05f96666
Do not defer delete when ticking pool elements for unused elements - fixes GPU VRAM spikes
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#jira none
#rb Zach.Bethel, Mihnea.Balta
#ROBOMERGE-SOURCE: CL 15738718 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v781-15675533)
[CL 15738746 by kenzo terelst in ue5-main branch]
2021-03-18 12:06:12 -04:00
zach bethel
8c1793ad5a
Integration of RHI transient allocator into RDG.
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- Replaced legacy transient support from RDG and replaced with new API.
- Reworked acquire / discard operations a bit and added RHI validation to track correctness.
- Reworked RDG barrier batching to include acquire / discard operations.
- Hardened render pass merging logic and expanded to support lifetime extension of transient resources.
- Added transient tag to RDG insights to track which resources are transient.
#rb luke.thatcher, kenzo.terelst
[CL 15726534 by zach bethel in ue5-main branch]
2021-03-17 12:44:59 -04:00
Marc Audy
8f73cd7fa9
Merge UE5/Release-Engine-Staging @ 15630841 to UE5/Main
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This represents UE4/Main @ 15601601
[CL 15631170 by Marc Audy in ue5-main branch]
2021-03-05 19:27:14 -04:00
zach bethel
8da13b2c30
Fixed bad merge from 4.26 transient fixes.
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#rb none
#rnx
[CL 15584313 by zach bethel in ue5-main branch]
2021-03-03 13:07:50 -04:00
zach bethel
cfcbdd1d90
Removed dead code from render target pool; removed 'passthrough' RDG hacks used during conversion.
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#rb none
#rnx
[CL 15584180 by zach bethel in ue5-main branch]
2021-03-03 12:56:07 -04:00
zach bethel
af9ebacf59
Reimplemented fix for transient resources in RDG.
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#rnx
[CL 15474055 by zach bethel in ue5-main branch]
2021-02-19 14:33:45 -04:00
Emil Persson
4516b985df
Name all resources and make naming mandatory
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#rb yuriy.odonnel, kenzo.terelst
[CL 15416919 by Emil Persson in ue5-main branch]
2021-02-16 08:37:39 -04:00
christopher waters
d1e9a0ce0b
Adding ERHIFeatureLevel::SM6 and SP_PCD3D_SM6. Initially, both are disabled by default. The shader model is enabled with r.D3D12.AllowShaderModel6 and the feature level is only used when the shader model is enabled and the PC runtime supports 12_1 and SM6.5. The idea here is to raise these requirements to 12_2 and SM6.6 when those come online.
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#jira none
#rb kenzo.terelst, arciel.rekman, lukas.hermanns, mihnea.balta, yuriy.odonnell
[CL 15222057 by christopher waters in ue5-main branch]
2021-01-27 16:08:00 -04:00
Marc Audy
a7f9391231
Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
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This represents UE4/Main @ 14768117
For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer
[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00
zach bethel
372285c8e7
Fixed render target pool event viewer to be stable.
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#rb none
[CL 14628438 by zach bethel in ue5-main branch]
2020-11-02 11:36:01 -04:00
Marcus Wassmer
3b81cf8201
Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
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autoresolved files
#rb none
[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00