Commit Graph

38 Commits

Author SHA1 Message Date
sebastien hillaire
107d2b33f3 Fixed skylight real time capture when there is a SceneCapture component in the scene.
#rb Alejandro.Arango
https://horde.devtools.epicgames.com/job/61a7585a6c7d8a7295fcd5cc

#ROBOMERGE-AUTHOR: sebastien.hillaire
#ROBOMERGE-SOURCE: CL 18350294 in //UE5/Release-5.0/... via CL 18350301
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18350309 by sebastien hillaire in ue5-release-engine-test branch]
2021-12-02 03:07:02 -05:00
Jules Blok
4e9b294e6f Refactor APIs that use EStereoscopicPass so they take a pass type flag and view index instead
This CL ensures we don't attempt to use this enum as both a view index and a pass type flag
It also adds EStereoscopicEye to give some pre-defined meaning to the view indices

#rb Jeff.Fisher
#rb peter.tarasenko
#rb steve.smith
#preflight 619ee54b801b361978d3fd11

#ROBOMERGE-OWNER: Jules.Blok
#ROBOMERGE-AUTHOR: jules.blok
#ROBOMERGE-SOURCE: CL 18291679 in //UE5/Release-5.0/... via CL 18291688
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)
#ROBOMERGE-CONFLICT from-shelf

[CL 18291805 by Jules Blok in ue5-release-engine-test branch]
2021-11-24 21:57:34 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
andrew davidson
57beb335f2 Merging //UE5/Dev-LargeWorldCoordinates [at] 17581892 to //UE5/Main
#ROBOMERGE-AUTHOR: andrew.davidson
#ROBOMERGE-SOURCE: CL 17595295 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17595306 by andrew davidson in ue5-release-engine-test branch]
2021-09-22 10:01:48 -04:00
aurel cordonnier
7f517562d5 Merge from Release-Engine-Staging @ 17438845 to Release-Engine-Test
This represents UE4/Main @17430120 and Dev-PerfTest @17437669

[CL 17439044 by aurel cordonnier in ue5-release-engine-test branch]
2021-09-06 12:23:53 -04:00
christopher waters
6c4b4a91a4 Adding a required StencilRef argument to SetGraphicsPipelineState.
#jira none
#rb zach.bethel, mihnea.balta, florin.pascu
#preflight 61312f4a79ce170001d4a79e

#ROBOMERGE-SOURCE: CL 17422777 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v865-17346139)
#ROBOMERGE[bot1]: emt

[CL 17422941 by christopher waters in ue5-release-engine-test branch]
2021-09-03 12:04:52 -04:00
ola olsson
f450009fc3 Fix viewport for real-time reflection capture render.
#jira UE-118916
#rb Tiantian.Xie
#preflight 610946ef0b9ea90001b2e6bd

#ROBOMERGE-SOURCE: CL 17030441 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v846-17029325)
#ROBOMERGE[bot1]: dev-enginemerge-test

[CL 17030451 by ola olsson in ue5-release-engine-test branch]
2021-08-03 10:31:27 -04:00
zach bethel
a44fbef833 Incremental fix-up to add names to RDG passes and use the correct RHI command list.
#rb christopher.waters

#ROBOMERGE-SOURCE: CL 16923748 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16923764 by zach bethel in ue5-release-engine-test branch]
2021-07-22 11:00:18 -04:00
Ola Olsson
08ee476c12 Convert ReflectionEnvironmentRealTimeCapture to not use DrawDynamicMeshPass to stop using workaround path.
#preflight 60b4e791f45a940001c99436
#rb Sebastien.Hillaire

[CL 16509280 by Ola Olsson in ue5-main branch]
2021-05-31 10:59:43 -04:00
Andrew Davidson
3ddc3a4da3 Merge up from //UE5/Dev-LargeWorldCoordinates
#rb none

[CL 16211417 by Andrew Davidson in ue5-main branch]
2021-05-05 15:07:25 -04:00
aurel cordonnier
50944fd712 Merge UE5/RES @ 16162155 to UE5/Main
This represents UE4/Main @ 16130047 and Dev-PerfTest @ 16126156

[CL 16163576 by aurel cordonnier in ue5-main branch]
2021-04-29 19:32:06 -04:00
Yuriy ODonnell
3c116b8a7b Fixed compile errors introduced in 16158927
[CL 16162669 by Yuriy ODonnell in ue5-main branch]
2021-04-29 17:55:33 -04:00
zach bethel
cfd61f6e52 Moved GPU scene upload work to RDG.
#rb ola.olsson
[FYI] graham.wihlidal, andrew.lauritzen
#lockdown michal.valient

#ROBOMERGE-SOURCE: CL 15932750 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15932762 by zach bethel in ue5-main branch]
2021-04-06 13:59:36 -04:00
zach bethel
9fc8b1722d Refactored RDG ConvertToUntrackedX functionality into the RDG builder; renamed the operation to 'FinalizeAccess' for clarity, as the resource is considered finalized in the graph and will not transition to any other state. This operation now supports multiple resources, improving performance in cases where multiple resources are finalized back-to-back. Added validation to check that the user don't attempt to use it outside of its finalized state. Fixed up a few places where this assumption was being violated. Minor refactors in various places to use new API.
#rb arne.schober, christopher.waters
#jira none

[CL 15931331 by zach bethel in ue5-main branch]
2021-04-06 11:45:09 -04:00
zach bethel
fcebb9ca5d Fix for untracked RHI access of RDG shadow resource in sky rendering.
#rb sebastien.hillaire

#ROBOMERGE-OWNER: zach.bethel
#ROBOMERGE-AUTHOR: zach.bethel
#ROBOMERGE-SOURCE: CL 15903256 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)
#ROBOMERGE-CONFLICT from-shelf

[CL 15907126 by zach bethel in ue5-main branch]
2021-04-02 20:11:25 -04:00
andrew lauritzen
9b0a6fab9d Remove complete shadow maps and replace with direct VSM sampling
- Move VSM parameters into a single uniform buffer; required for base pass rendering.
  - SRVs are initialized to dummy data until they are computed during the frame and subsequently updated before any VSM sampling.
  - Make names and usage more consistent with other UB bindings in mesh passes
- Direct injection of VSM into translucent volume and fog
- Support VSM sampling in forward lighting shaders
  - Enabled and bound currently for translucent forward and single pass water meshes
- Support VSM sampling in sky atmosphere and cloud rendering
  - NOTE: Sky atmosphere LUT pass currently executes before BasePass and ShadowDepths so it will not sample proper data and throw a warning. Moving passes around to address this will come in a future commit.

#rb Brian.Karis, Ola.Olsson, Sebastien.Hillaire, Zachary.Bethel

#ROBOMERGE-OWNER: andrew.lauritzen
#ROBOMERGE-AUTHOR: andrew.lauritzen
#ROBOMERGE-SOURCE: CL 15649858 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v779-15635321)
#ROBOMERGE-CONFLICT from-shelf

[CL 15650486 by andrew lauritzen in ue5-main branch]
2021-03-08 23:14:54 -04:00
chris kulla
2c8d713460 Avoid rebuilding Skylight importance tables for the path tracer each frame.
The path tracer's representation of the skylight texture is now cached across frames. Code such as the realtime capture system or the skylight cubemap management only need to worry avoid invalidating the handle to the texture if it needs to change. The path tracing code will automatically rebuild these textures when they are needed. I also added a cvar (off by default) to force these textures to always be rebuilt to make it easier to benchmark the performance of this step.

Implement MIS Compensation for Skylight importance tables. When MIS is being used, we can tweak the skylight pdf since we know the domain is already well covered by BxDF sampling.

#rb Patrick.Kelly

[CL 15563200 by chris kulla in ue5-main branch]
2021-03-01 18:28:37 -04:00
chris kulla
0a1dbf29dc Fix small typo in CVar description
#trivial
#rb none

[CL 15524189 by chris kulla in ue5-main branch]
2021-02-24 20:13:15 -04:00
Sebastien Hillaire
7d20f82ffa Prefixes for sky, cloud, volumetric fog, water, volume render target and real time sky capture.
#rb none
#fyi Kevin.Ortegren

[CL 15279021 by Sebastien Hillaire in ue5-main branch]
2021-02-02 05:19:56 -04:00
Sebastien Hillaire
41f887b8bb Potential crash fix with real time capture.
#jira https://jira.it.epicgames.com/browse/UE-107270
#rb none

[CL 15237311 by Sebastien Hillaire in ue5-main branch]
2021-01-28 05:47:18 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
zach bethel
81d46bc35e Fixed cloud RHI validation failures.
#rb sebastien.hillaire
#jira UE-105065
#rnx

[CL 15155170 by zach bethel in ue5-main branch]
2021-01-21 12:46:39 -04:00
Ola Olsson
357b5d5a39 Fold GPU-Scene uploads into one funciton such that dynamic primitives can have instances also & more instance culling prep.
- Moved the primitive instance registration such that we don't end up with added primitives that have no instance index at GPU-Scene update time
- added calls to InstanceCullingManager and disabled implementation.
- GPU scene can now exists without a FScene  instance

#rb graham.wihlidal
#rnx

[CL 15106518 by Ola Olsson in ue5-main branch]
2021-01-15 10:04:26 -04:00
graham wihlidal
862e861803 Added instance culling manager and context (disabled, and without shader files), and tons of hooks all over the renderer in preparation for upcoming GPU culling work.
#author ola.olsson
#rb graham.wihlidal
#fyi brian.karis, rune.stubbe

[CL 15082481 by graham wihlidal in ue5-main branch]
2021-01-14 05:23:34 -04:00
zach bethel
c6cb1e82be Deprecated and gutted FSceneRenderTargets. Moved all textures over to FSceneTextures. Refactored the renderer to use RDG textures from FSceneTextures instead.
#rb arne.schober, luke.thatcher, christopher.waters, kenzo.terelst

[CL 15040082 by zach bethel in ue5-main branch]
2021-01-11 14:49:16 -04:00