Commit Graph

108 Commits

Author SHA1 Message Date
tiago costa
354a46216d Disable r.ContactShadows on mobile platforms by default.
#rb Florin.Pascu

[CL 28279808 by tiago costa in ue5-main branch]
2023-09-27 13:12:32 -04:00
charles derousiers
9707f945c6 Set closure count to 1 by default on all low end platforms.
#rb none
[FYI] sebastien.hillaire

[CL 27965924 by charles derousiers in ue5-main branch]
2023-09-18 13:42:05 -04:00
charles derousiers
a203fd7037 Make Glint/SpecularLUT/SheenQuality be set per platform.
#rb none
[FYI] sebastien.hillaire

[CL 27947302 by charles derousiers in ue5-main branch]
2023-09-16 22:04:52 -04:00
adam kinge
43d42d6d2b Required Metal changes to support iOS Simulator.
- add a new shader platform (SP_METAL_SIM) to support iOS Simulator specific compilation requirements
- update iOS sim #define WITH_SIMULATOR to WITH_IOS_SIMULATOR

#jira UE-168571
#rb carl.lloyd

[CL 26850475 by adam kinge in ue5-main branch]
2023-08-04 12:28:20 -04:00
carl lloyd
cb320ed6b4 Fixed bug where arrays were flattened when not using SM6, also marked SM6 as experimental
Enabled distance fields for the desktop renderer on iOS

#jira UE-190249

[CL 26436063 by carl lloyd in ue5-main branch]
2023-07-18 12:01:11 -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
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
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
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
alejandro aguilar
d32fd27232 Movement of configuration to base files to avoid overriding project settings
#jira UE-163679
#review-22524674 @Sam.Zamani, @Chris.Varnsverry, @Josh.Adams
#preflight 634e6552820aa0c1932d79ce

[CL 22595624 by alejandro aguilar in ue5-main branch]
2022-10-18 05:07:28 -04:00
Wei Liu
e26c2c3402 Add TAA pixel shader to utilize the hardward frame buffer compression on mobile devices.
#jira none

#rb Dmitriy.Dyomin, Guillaume.Abadie
#preflight 6333e3fec7791417aaedfc0a

[CL 22218688 by Wei Liu in ue5-main branch]
2022-09-28 02:27:58 -04:00
florin pascu
5669253244 - Add Disable Preview Menu Option
- GetFriendlyShaderPlatformName removed
- RHIShaderPlatformDefinitions.inl deleted
- Added FriendlyNames to all ShaderPlatforms in DDSPI
- MenuText now comes from FriendlyNames in DDSPI
#rb Jack.Porter
#jira none
#preflight 632b1f8c826e0c2fe9a9d5d2

[CL 22118730 by florin pascu in ue5-main branch]
2022-09-21 14:35:21 -04:00
dmitriy dyomin
c833228e68 Mobile: Use 3 shadow cascades on Epic shadow quality (Android, iOS)
Remove r.Shadow.CSM.MaxMobileCascades, use r.Shadow.CSM.MaxCascades to limit number of cascades
#jira UE-142377
#rb jack.porter
#preflight 632843baf258fccf9879925a

[CL 22084614 by dmitriy dyomin in ue5-main branch]
2022-09-19 19:48:09 -04:00
Florin Pascu
6b3c1469ba Preview Shader Platform using different ShaderMaps and the DDPI/Cvar values of the Previewable Actual Platform
NumPlatforms limit changed from 64 to 65536, limited by NumBits
#jira UE-120561
#rb Chris.Waters, Jack.Porter, Mihnea.Balta
#preflight 630f1604f92416fb92b373ab

[CL 21718179 by Florin Pascu in ue5-main branch]
2022-08-31 04:38:34 -04:00
jimmy smith
b92f1fdf0d Configuration support for AudioInfos / AudioFormats per platform
#jira UE-159832
#rb Aaron.mcleran Phil.Popp Dan.Thompson Josh.Adams
#preflight 62d260033c3df323907eaa93

[CL 21153330 by jimmy smith in ue5-main branch]
2022-07-18 17:47:55 -04:00