- Add extra profile tags
- Make sure GPU command lists are (request) kicked before flushing the Rendering & RHI thread
#jira none
#rb Jonas.Meyer
#ROBOMERGE-SOURCE: CL 12469463 in //UE4/Release-4.25/... via CL 12469474 via CL 12469494
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v672-12450963)
[CL 12469500 by kenzo terelst in Main branch]
[FYI] Will.Damon, Richard.Wallis
#ROBOMERGE-SOURCE: CL 11908271 via CL 11908322 via CL 11908329
#ROBOMERGE-BOT: (v656-11643781)
[CL 11909095 by michael trepka in Main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
Replicated from CL# 7924370.
#rb none
#ROBOMERGE-OWNER: steve.robb
#ROBOMERGE-AUTHOR: steve.robb
#ROBOMERGE-SOURCE: CL 9279060 via CL 9279063
#ROBOMERGE-BOT: (v443-9013191)
[CL 9279836 by steve robb in Main branch]
This split the GVisualizeTexture in two:
* first part that capture any texture using a pixel shader, implemented using render pass, that render graph can just automatically insert where needed;
* Second part to present on screem still in Renderer module, because using things like FCanvas, requiring
Depth buffer visualization is broken, because needs to have more functionality in FRDGTextureSRVDesc.
#rb none
[CL 4588745 by Guillaume Abadie in Dev-Rendering branch]
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]