Commit Graph

118 Commits

Author SHA1 Message Date
erica stella
cc83ec481c Add bSupportsVariableRateShading to Android DDPI.
#rb christopher.fiala

[CL 26635588 by erica stella in ue5-main branch]
2023-07-27 06:12:15 -04:00
marc audy
1b8e7f29c4 Rework GPUScene support on mobile platforms.
Platforms that do support uniform buffer objects can now provide batched primitive data through UBO. There is a limit UBO range that can be accessed in shaders, so we group instances into batches that fit into this limit. Switch uses 64KB views, other platfroms16KB views. For each primitive we allocate 512Bytes and 256Bytes for instance. Mobile platforms that do not support UBO will use a desktop version of GPUScene.
There are a few things that still missing: Dynamic mesh passes,  static lighting
#rb ola.olsson, benjamin.rouveyrol

[CL 26354848 by marc audy in ue5-main branch]
2023-06-30 16:34:38 -04:00
yuriy odonnell
b67c4cb749 Add bSupportsVertexShaderSRVs to DataDrivenShaderPlatformInfo which drives PLATFORM_SUPPORTS_VERTEX_SHADER_SRVS shader
* This should be used to guard any features that require explicitly accessing buffer or textures SRVs in vertex shaders

#rb Dmitriy.Dyomin
#rb Kenzo.Terelst

[CL 26207274 by yuriy odonnell in ue5-main branch]
2023-06-23 05:56:06 -04:00
josh adams
305c260069 - Moved SDK versions (MainVersion and Min/Max SDK version) from C# strings to SDK.json files in the Platform's Config folder
- Allow for per-project override in a project's platform's config folder (this is merging with my other work on per-project SDKs and validation of multi-target builds)
- More versions will move over after this
#rb david.harvey

[CL 26150552 by josh adams in ue5-main branch]
2023-06-21 11:21:01 -04:00
serge bernier
7bf7dd423c Fix global usage of all cvars related to shader pipelines:
r.ShaderPipelines
r.Material.ExcludeNonPipelinedShaders

Both cvars are currently disable on WindowsEngine.ini which make them also disable when we cook for consoles. ExcludeNonPipelinedShaderTypes is currently used only at cooking time when we compile shaders which is currently returning false, since the value is disabled on windows. Making those cvars use FShaderPlatformCachedIniValue, will allow to have specific platform value when cooking for a specific target. Moving r.Material.ExcludeNonPipelinedShaders to the defaultengine.ini file to keep it disable for the moment and not affecting shader key string. Will enable it progressively on console later.


r.Shaders.RemoveUnusedInterpolators

Make that cvar platform agnostic, since it will be used in on other consoles eventually. Platforms supporting the stripping of unused interpolators will check the same flag (CFLAG_ForceRemoveUnusedInterpolators) to enable it. Since windows can run opengl, and stripping is not supported on that shader platform, add extra logic to exclude the flag.

-Make the RHISupportsShaderPipelines function access a real DDPI attribute and not just test if we are not on mobile. Will need this to be able to have stripping unused shader interpolators on Switch.

[REVIEW] Laura.Hermanns

[CL 26018371 by serge bernier in ue5-main branch]
2023-06-15 13:27:44 -04:00
Arciel Rekman
f040de9c33 Enable native MMV for preview platforms when running editor on Vulkan (UE-147903)
#rb Rob.Srinivasiah, Erica.Stella
#jira UE-147903
#review
#preflight 6470c853cc626ec165a45c30

[CL 25643164 by Arciel Rekman in ue5-main branch]
2023-05-26 11:02:46 -04:00
carl lloyd
c82a87e483 Enabled Distance Fields in Android rendering settings, on ES31 platforms this should still be disabled by the device profiles and cvar
#rb trivial
#preflight none

[CL 25487106 by carl lloyd in ue5-main branch]
2023-05-16 06:41:06 -04:00
carl lloyd
38a0d3bd9d Config to enable RT on Android SM5 devices
#rb Jack.Porter
#preflight none

[CL 25302841 by carl lloyd in ue5-main branch]
2023-05-02 12:00:15 -04:00
Florin Pascu
cd8651734e UX: Remove user-visible ES31 editor references and replace with Mobile
#jira UE-134173
#rb Jack.Porter
#preflight 6447ac2e641e2c3cb4227930

[CL 25178065 by Florin Pascu in ue5-main branch]
2023-04-25 07:05:08 -04:00
Aaron McLeran
70e7c3734f Removing many vestigates of old audio engine code.
#rb Ryan.Mangin
#jira UE-144348
#preflight 6446e9d30206a6e20f49f2e7

[CL 25172786 by Aaron McLeran in ue5-main branch]
2023-04-24 18:22:37 -04:00
dmitriy dyomin
6f5740c36c Resubmitting GPU Landscape section culling, with a mising landscape fix
#p4v-cherrypick 25142057

[CL 25142397 by dmitriy dyomin in ue5-main branch]
2023-04-21 01:43:20 -04:00
john huelin
f283333ad0 Revert GPU Landscape section culling
#rb jonathan.bard

[CL 25139777 by john huelin in ue5-main branch]
2023-04-20 19:09:51 -04:00
dmitriy dyomin
b7acb3e784 Enable landscape GPU culling on Android and iOS
[CL 25107263 by dmitriy dyomin in ue5-main branch]
2023-04-19 11:12:19 -04:00
Florin Pascu
345666d77f Volumetric Support For Mobile - disabled by default in DP
Removed bSupportsVolumetricFog from DDPI
#jira UE-157201
#rb Dmitriy.Dyomin
#preflight 64119df15819afacaff56035

[CL 24652571 by Florin Pascu in ue5-main branch]
2023-03-15 07:26:45 -04:00
charles bloom
51a5e3e5a9 fix Platform Texture name remaps should be done before Conditional Prefix
this way having the OODLE_ or TFO_ prefix enabled doesn't break ETC or ASTC remaps in the platform
fix TextureFormatRemovePrefixFromName incorrectly assuming format names don't have underscores in them
Platform remap config no longer needs prefixed versions
this also turns on Oodle for Android DXT flavor

#preflight https://horde.devtools.epicgames.com/job/63fcf77960163ed3c2494e6e
#rb dan.thompson
#jira none

[CL 24428598 by charles bloom in ue5-main branch]
2023-02-27 14:02:31 -05:00
florin pascu
fbeaaad187 User friendly labels for Shader Preview Levels
#rb Gregory.Yepes
#preflight 63efae001d71bcd262fbf88d

[CL 24287942 by florin pascu in ue5-main branch]
2023-02-17 14:26:21 -05:00
dmitriy dyomin
4638292c60 Prefer D24_S8 depth target on Android Vulkan (Undo CL# 2406930)
[CL 24114628 by dmitriy dyomin in ue5-main branch]
2023-02-09 22:57:42 -05:00
dmitriy dyomin
b622e1ed2c Do not force D24_S8 depth target on Android Vulkan
[CL 24069492 by dmitriy dyomin in ue5-main branch]
2023-02-08 03:01:29 -05:00
maxime zobenbueler
0c960713e9 Adding screen density for Nothing Phone as OEM values are lower than expected
[REVIEW] [at]Fourat.Jellouli
[RN] Adding screen density for Nothing Phone

[CL 23951427 by maxime zobenbueler in ue5-main branch]
2023-02-01 12:29:16 -05:00
Dmitriy Dyomin
03d3cb22dd Mobile: Set maximum tiles produced per-frame to 1-2 for RVT on iOS and Android
#jira UE-135737
#rb none
#preflight config

[CL 23489288 by Dmitriy Dyomin in ue5-main branch]
2022-12-13 03:06:28 -05:00
florin pascu
d762ef8ed2 Re-submit
Added bSupportsClipDistance to DDSPI for mobile shader platforms that support SV_ClipDistance
#jira UE-169583
#preflight 638effe61776b8c21c7a95b2

[CL 23421785 by florin pascu in ue5-main branch]
2022-12-06 19:47:54 -05:00
florin pascu
482d4abc65 Revert 23388514
#rb none

[CL 23390550 by florin pascu in ue5-main branch]
2022-12-05 10:20:22 -05:00
florin pascu
a26a6a714e Added bSupportsClipDistance to DDSPI for mobile shader platforms that support SV_ClipDistance
#jira UE-169583
#preflight 638dbf8e976b1644cb13b19a

[CL 23389149 by florin pascu in ue5-main branch]
2022-12-05 07:59:47 -05:00
thomas ross
21a6535bc6 Changes to drastically speed up Android bulk build iteration when using InstallBundleManager with a large number of paks.
#rb swarm
#test Android Dev Build
#preflight 636d53a7a430c8fbeab4b377

[CL 23147940 by thomas ross in ue5-main branch]
2022-11-15 19:42:39 -05:00
Dmitriy Dyomin
6a01443b40 Bump ShadowQuality to 2 for a High bucket on Android/iOS to match quality between forward and deferred shading
#jira none
#rb none
#preflight config

[CL 22907513 by Dmitriy Dyomin in ue5-main branch]
2022-11-02 05:28:26 -04:00