Commit Graph

1650 Commits

Author SHA1 Message Date
Arciel Rekman
458918e6fd Remove clip distance method of ISR (UE-162244)
- Assume support during the cook, do the actual check in runtime and exit if not supported.
- This slightly increases the minspec for PC projects that ship ISR to D3D 11.3 (2014-2015 level hardware).

#rb Jules.Blok, Robert.Srinivasiah
#review @Jules.Blok, @Robert.Srinivasiah
#jira UE-162244
#preflight 632b4d6cb4515b7e2272620d

[CL 22207954 by Arciel Rekman in ue5-main branch]
2022-09-27 14:35:58 -04:00
benjamin rouveyrol
fbc7fb31f9 [Backout] - CL22202479
#fyi benjamin.rouveyrol
Original CL Desc
-----------------------------------------------------------------
Add EXR support for screenshots

Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .

tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui

What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR

#jira UE-140227
#rb charles.bloom eric.renaudhoude
#preflight 63316dbec7791417aa5e7d51 6331600c671a1a24b5fbb4b8 6332b5dda907d7192f1b2711

[CL 22205685 by benjamin rouveyrol in ue5-main branch]
2022-09-27 10:23:05 -04:00
kenzo terelst
fbb26600d0 Small PSO precache fixes:
- reduce the amount PSOs precached which won't be used during rendering
- fixes a few missing PSOs
- add some profile tags
- Minor fixes when running with PSO precaching turned on in the editor (won't do a lot right now but also won't fail or assert)

#jira UE-139584
#rb Mihnea.Balta
#preflight 6332c8c5c7791417aaae035d
#rnx

[CL 22203962 by kenzo terelst in ue5-main branch]
2022-09-27 08:31:27 -04:00
benjamin rouveyrol
9dac3e9f7f Add EXR support for screenshots
Add various functions to use FLinearColor in addition to FColor
Add support for EXR on platforms supporting HDR, but not openexr. This is driven by WITH_UNREALEXR_MINIMAL: the screenshot will not be compressed, only writes are supported, only RGBA float32 is supported as input (FLinearColor), and output will be RGB float16.
The convention used is ScRGB, not BT2100-PQ to store the HDR data, since the viewers I tested with were expecting ScRGB .

tested (both png and exr):
Editor d3d11/d3d12: F9 / highresshot 2 / High Resolution Screenshot Tool w/ and w/o Custom Depth Mask, w/ and w/o Buffer attributes / Trace.Screenshot
Game: shot / shot -showui / highresshot 2 / BugScreenShot / BugScreenShotWithHUDInfo (but HandleBugScreenShot is empty) / Trace.Screenshot / Trace.Screenshot w/ ui

What doesn't work : ScreenshotCapturedDelegate.Broadcast in HDR

#jira UE-140227
#rb charles.bloom eric.renaudhoude
#preflight 63316dbec7791417aa5e7d51 6331600c671a1a24b5fbb4b8 6332b5dda907d7192f1b2711

[CL 22202479 by benjamin rouveyrol in ue5-main branch]
2022-09-27 05:10:20 -04:00
yuriy odonnell
9e3fc51962 Rename CVarRayTracingSM5 -> CVarRayTracingRequireSM6
No functional changes, just reflecting the name of the CVar itself (r.RayTracing.RequireSM6).

#rb none (trivial)
#jira none
#preflight 632c9313e23e50651b48caf6

[CL 22147016 by yuriy odonnell in ue5-main branch]
2022-09-22 18:05:32 -04:00
carl lloyd
f044acc980 Fix bug where SceneColor\DepthCreateFlags were not updated after initializing variables
Changed iOS to use Memoryless flag to match other platforms when creating MSAA targets

#jira UE-162047

#rb Dmitriy.Dyomin, Jack.Porter
[FYI] Wei.Liu
#preflight 632c351c7b582f58ab2c8563

[CL 22144723 by carl lloyd in ue5-main branch]
2022-09-22 16:53:44 -04:00
Matt Peters
9356ad41c4 ShaderCodeLibrary for CookMultiprocess: Fix typo in AppendFromCompactBinary that caused all calls to fail.
#rb None, trivial
#rnx
#preflight 632c7ff1e23e50651b4387f6

[CL 22139676 by Matt Peters in ue5-main branch]
2022-09-22 13:39:33 -04:00
jason nadro
5ec1160356 Adding Total Thread Preprocess Time for shader compilation.
- Instrument how long shader preprocessing takes for each shader compilation job.
- Keep a running total in our shader stats per shader type.
- Add logging to track total thread preprocessing time for all shaders.
- Fixup local variable names to match the output log names.

#rb Dan.Elksnitis
#preflight 632a224ab40000c8f08c5815

[CL 22125080 by jason nadro in ue5-main branch]
2022-09-21 17:34:15 -04:00
Arciel Rekman
0a803fe046 Allow global shaders to load before precaching PSOs (UE-163502)
- Also, only issue the warning if we waited at least 1ms in that call.

#rb Kenzo ter Elst, Jason Nadro
#jira UE-163502
#review @Kenzo.Terelst, @Jason.Nadro
#preflight 632b0f15b40000c8f0c4705a

[CL 22116865 by Arciel Rekman in ue5-main branch]
2022-09-21 13:28:58 -04:00
kenzo terelst
b22e8c57d5 Back out Water Precache PSO changes because of compile issues on certain platforms
#jira UE-164485
#rb none

[CL 22100281 by kenzo terelst in ue5-main branch]
2022-09-20 15:39:59 -04:00
kenzo terelst
c4d378b09a - Precache PSOs for WaterMeshComponents
- Fix for template specialization declares of vertex factory static types and templates

#jira UE-139584
#rb Kevin.Ortegren
#preflight 63298d8ea236a029debe41f6

[CL 22091371 by kenzo terelst in ue5-main branch]
2022-09-20 09:10:18 -04:00
Matt Peters
5f9bf2c4d7 Fix build error: ! and & together are ambiguous precedence so wrap in parentheses to clarify.
#rb None, trivial
#rnx
#preflight None, unavailable

[CL 22086075 by Matt Peters in ue5-main branch]
2022-09-19 21:04:51 -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
Matt Peters
a8028aafba MPCook: Replicate shaderlibrary from CookWorker to Director.
#rb Jason.Nadro, Robert.Srinivasiah, Arciel.Rekman
#rnx
#preflight 6328bcd20a4ad044de3cbcfc

[CL 22078910 by Matt Peters in ue5-main branch]
2022-09-19 15:44:57 -04:00
Charles deRousiers
f7a18f5fbf Add support for blending DBuffer as a post-pass.
The post base-pass dbuffer blending only works for simple and single materials. Complex material are still apply during the base pass. This pass is disabled by default, and will be enabled only per-platform. Following needs to happen making unpacking/packing modulare and reusable.

On lower-platform this allows to reduce significatly the cost of base pass (BasePass:-1.2ms DBufferPass+0.4ms = -0.8ms net), as the compiler can better prune code, and allows to increase occupancy.

#rb none
#jira none
#preflight 6324633b74361465145e0f75
#fyi sebastien.hillaire

[CL 22048223 by Charles deRousiers in ue5-main branch]
2022-09-16 08:21:00 -04:00
Yuriy ODonnell
6db429d732 ShaderMinifier - Add experimental CFLAG_RemoveDeadCode to run shader rewriting step that removes unused functions and types from shader source before compilation to improve compile times
#rb Jason.Nadro
#preflight 632363a75a44869a7d025585

[CL 22036834 by Yuriy ODonnell in ue5-main branch]
2022-09-15 15:45:20 -04:00
Thomas Engel
f389bb820a Adding HDR playback capabilities to MediaFrameWork & Electra (PC, GDK, PS4, PS5)
#jira UE-163865
#fyi jens.petersam
#preflight 632357cdc225e8be3809214e

[CL 22034307 by Thomas Engel in ue5-main branch]
2022-09-15 14:30:21 -04:00
Andriy Tylychko
f78784aef7 switched back to lock-free allocator for tasks and removed CreateCompletionHandle()
#rb fransic.hurteau
#preflight 6322fb82e872d7da038cb2bb

[CL 22026345 by Andriy Tylychko in ue5-main branch]
2022-09-15 06:46:54 -04:00
Charles deRousiers
64aa33f6c2 Change Strata byte per pixel budget to be driven per platform, rather than a global project settings.
#rb none
#jira none
#preflight 6322ef526a1299de1d3daaa6
#fyi sebastien.hillaire

[CL 22025779 by Charles deRousiers in ue5-main branch]
2022-09-15 05:43:33 -04:00
josie yang
0c0faf15f5 Fix a couple issues introduced by CL21962580 "Reduce GPUSkinPassThrough vertex factory shader permuations by merging it into local vertex factory."
Issue 1: unbound parameters errors when `r.ShaderDevelopmentMode=1` launching EngineTest
Issue 2: Debug editor build Ensure condition failed in MeshPassProcesser.cpp shader with vertex factory FLocalVertexFactory never set texture at BaseIndex6

#jira UE-157662
#rb jason.nadro
#preflight 6321e1dd9677b738f4ecbb6f

[CL 22009358 by josie yang in ue5-main branch]
2022-09-14 12:31:18 -04:00
florin pascu
2ff00a89a2 Fix RT for other platforms besides PC
#rb Aleksander.Netzel
#jira none
#preflight 6321be4c29254beccbc5c4bd

[CL 22008205 by florin pascu in ue5-main branch]
2022-09-14 11:35:13 -04:00
zach bethel
a5da52cc62 Use format string in RDG events with shipping builds.
[CL 21999633 by zach bethel in ue5-main branch]
2022-09-14 00:02:33 -04:00
zach bethel
f1e1522f88 Offload GPU scene uploads to an async task.
#preflight 6320e00e8838676d100595ed

[CL 21997767 by zach bethel in ue5-main branch]
2022-09-13 21:47:56 -04:00
jian ru
b5608b7b5b Add options to run Lumen passes on async compute. Also added an option to disable async nanite rasterization for shadow depths only so lumen passes can overlap with shadow depths.
#rb krzysztof.narkowicz
[FYI] krzysztof.narkowicz, daniel.wright

[CL 21997760 by jian ru in ue5-main branch]
2022-09-13 21:47:35 -04:00
kenzo terelst
e5d299b320 PSO Precache Vertex factory changes:
- Make ManualVertexFetch & SupportNullPixelShader flags on type instead of members on the VertexFactory instance
- Add PSOPrecaching flag and static PSO precaching element fetch function which can be called on the type during PSO precaching itself
- Implement GetPSOPrecacheVertexFetchElements on most commonly used VertexFactories

#jira UE-139584
#rb Jason.Nadro, Josie.Yang

[CL 21989510 by kenzo terelst in ue5-main branch]
2022-09-13 15:00:41 -04:00