- Adding structured buffer output support to media capture
#jira UE-150229, UE-150230
#rb geoffrey.douglas, eric.renaudhoude, ruslan.idrisov
- Adding Rivermax output support wiht custom conversions to support
YCbCr10
RGB8
RGB10
RGB16f
- Fixing chunk configuration for output stream
- Fixing crash when dragging a rivermax player in the scene
#jira UE-146135, UE-150475
#preflight 627562a78a31599132bf87f2
[CL 20081599 by Simon Therriault in ue5-main branch]
- Data Interface should now opt into the new binding path by setting UseLegacyShaderBindings to false
- BuildShaderParameters / SetShaderParameters replaces BindParameters / SetParameters / UnsetParameters
- CreateShaderStorage / GetShaderStorageType replaces CreateComputeParameters / GetComputeParametersTypeDesc.
- Shader storage should no longer be required for the majority of cases, only those which require data based on bound functions will need additional data, everything else should be statically set.
#rb michael.galetzka
#jira none
#preflight 627061b1220f89f0ad5aff22
[CL 20027313 by Stu McKenna in ue5-main branch]
- Refactord 'Finalized Access' feature into a more flexible 'External' vs. 'Internal' access mode per resource toggle.
- Resources can transition between modes multiple times within the graph.
- Supports async compute pipeline.
- Supports queueing of requests to avoid back-to-back helper passes.
- This feature is needed to support conversion of GPU scene buffers.
- Deprecated the ReadOnly and ForceTracking resource flags and added a 'SkipTracking' flag instead.
- Previous semantics were confusing and error prone.
- New model requires a manual flag to tell RDG never to transition a resource.
- This flag is used for read-only dummy resources as an optimization.
- Renamed some of the auxiliary 'FinalizedResource' utilities since the name no longer matches the semantics.
#preflight 6266cc6d0634d0904ce4ba46
[CL 19904734 by zach bethel in ue5-main branch]
- Added resource pool counters and events.
- Added AllocatePooledBuffer method and refactored pool to no longer take a command list.
- Refactored swap chain barrier logic to be a bit cleaner.
- Added helper methods to cast between views.
- Added power of two alignment option to buffer pool.
- Added GetTypeHash implementations for RDG SRV | UAV descriptors.
#preflight 62631046006fa20b683d130f
[CL 19873407 by zach bethel in ue5-main branch]
Requrements:
iOS: A8+
Android VK: more than 4 color attachements, more than 4 input attachments
Android GL: Unsuported - PLS seem to be limited to 128bits on most devices
#rb wei.liu
#preflight 625f866b9c09ef439db7612b
[CL 19861367 by Dmitriy Dyomin in ue5-main branch]
- Add a new API to release preloaded shader to provide a way to manage preloaded data (which was previously statically allocated).
#rb James.Doverspike, Richard.Wallis
[REVIEW] [at]Allan.Bentham, [at]Richard.Wallis
#preflight 625e11c4db15ac92db7ee858
#ROBOMERGE-AUTHOR: arciel.rekman
#ROBOMERGE-SOURCE: CL 19832275 via CL 19833640 via CL 19837454 via CL 19854946 via CL 19855339
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v940-19807014)
[CL 19856713 by arciel rekman in ue5-main branch]
Cleaning up SetShaderParameters implementations using a new helper class to load parameters from the binary blobs passed in.
#jira none
#rb kenzo.terelst, zach.bethel
#preflight 625f009f9c09ef439d9e8089
[CL 19830463 by christopher waters in ue5-main branch]
- backing out due to assertions in Vulkan shader compiler
- constant buffer renaming causes failures to lookup parameter name
#preflight 625f6ed5e239763df51ba585
#fyi christopher.waters
Original CL Desc
-----------------------------------------------------------------
Migrating back to using UniformBuffer structs.
Since the cbuffer uses the same name as the struct, we have to rename the cbuffer using a consistent prefix. The reflection handling also needs to reinterpret the renamed cbuffer as the correct UniformBuffer.
#jira none
#rb kenzo.terelst
#preflight 625edc5f034d8924cdcc35e2
[CL 19825755 by eric mcdaniel in ue5-main branch]
* Added "BeginRenderingViewFamilies" render interface call that accepts multiple view families. Original "BeginRenderingViewFamily" falls through to this.
* FSceneRenderer modified to include an array of view families, plus an active view family and the Views for that family.
* Swap ViewFamily to ActiveViewFamily.
* Swap Views array from TArray<FViewInfo> to TArrayView<FViewInfo>, including where the Views array is passed to functions.
* FSceneRenderer iterates over the view families, rendering each one at a time, as separate render graph executions.
* Some frame setup and cleanup logic outside the render graph runs once.
* Moved stateful FSceneRenderer members to FViewFamilyInfo, to preserve existing one-at-a-time view family rendering behavior.
* Display Cluster (Virtual Production) uses new API.
Next step will push everything into one render graph, which requires handling per-family external resources and cleaning up singletons (like FSceneTextures and FSceneTexturesConfig). Once that's done, we'll be in a position to further interleave rendering, properly handle once per frame work, and solve artifacts in various systems.
#jira none
#rnx
#rb zach.bethel
#preflight 625df821b21bb49791d377c9
[CL 19813996 by jason hoerner in ue5-main branch]