Converge the way we do HDR in editor for both d3d11 and d3d12. This assumes that IDXGIOutput6 is available, but AFAICT, Editor.HDRSupport / FD3D11Viewport::CheckHDRMonitorStatus was requiring it anyway (https://p4-swarm.epicgames.net/changes/8174116 - WindowsD3D11Viewport.cpp#20 FD3D11Viewport::CheckHDRMonitorStatus).
Notes for future self: Editor was initially done with HDR10 (see FD3D11Viewport constructor where it forces swapchain format to DXGI_FORMAT_R10G10B10A2_UNORM). However, it got de-hardcoded with 17369147 which was a good idea, but unfortunately GRHIHDRDisplayOutputFormat is left to the default value on d3d11, which is PF_FloatRGBA.
CheckColorSpaceSupport would now fail, not returning DXGI_SWAP_CHAIN_COLOR_SPACE_SUPPORT_FLAG_PRESENT (PF_FloatRGBA only supports scRGB, not DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020) and we would not setup the swapchain colorspace properly.
Since it looks like DXGI 1.6 was always needed for editor, I'm changing the code to be the same between d3d11 and d3d12. Both editors now use scRGB for HDR, which is consistent with ChooseHDRDeviceAndColorGamut
#jira UE-151184
#preflight 6273eaba03269096abc98cbb
#rb christopher.waters
[CL 20139224 by benjamin rouveyrol in ue5-main branch]
fix RHI upload of textures that are multiple of 4 in top mip but not in lower mips
dont pad CompressedImage sizes, store true size
clean up Texture size limits and VT conditions
better default settings for texture import
clean up initialization order of TextureFormatManagerModule
#preflight 6250814a11261bc7b23d8f4b
#rb fabian.giesen,julien.stjean
[CL 19693287 by charles bloom in ue5-main branch]
Panic allows only one thread to become the panic thread. In panic mode, logs are only sent to panic-safe output devices. Each call to Panic flushes buffered logs to panic-safe output devices, and flushes panic-safe output devices.
#jira UE-147152
#preflight 62424814292f228e09d8a612
#rb Zousar.Shaker
#fyi Brandon.Schaefer
[CL 19545093 by Devin Doucette in ue5-main branch]
- New RHI command list SetTrackedAccess method for the user to supply a current whole-resource state.
- New RHI command context GetTrackedAccess method for querying the tracked access in RHIBeginTransitions / RHIEndTransitions on the RHI thread.
- Hooked RHICmdList.Transition and FRHICommandListExecutor::Transition to assign tracked state automatically.
- Refactored RDG and resource pools to use new RHI tracking.
- FRDGPooledBuffer / FRDGPooledTexture no longer contain tracked state. RDG temp-allocates state through the graph allocator instead.
- All prologue transitions are 'Unknown', and all epilogue transitions coalesce into a whole resource state.
- Implemented platform support for patching the 'before' state with the tracked state.
- Implemented various RHI validation checks:
- Asserts that the user assigned tracked state matches RHI validation tracked state, for all subresources.
- Asserts that tracked state is not assigned or queried from a parallel translation context.
- Added FRHIViewableResource and FRHIView base classes to RHI. FRHIView contains a pointer to an FRHIViewableResource. This is currently a raw pointer, but should be extended to a full reference in a later CL.
NOTE on RHI thread constraint:
Transition evaluation is now restricted to the RHI thread (i.e. no parallel translation contexts). Transitions aren't performed in parallel translate contexts anyway, so this is not a problem. If, however, we decide to refactor parallel translation to be more general, this implementation could be extended to track the state per context and update from the 'dispatch' thread.
#preflight 6233b4396666d7e753a16aaf
#rb kenzo.terelst
[CL 19513316 by zach bethel in ue5-main branch]
Interpret D3D*_FORMAT_SUPPORT_BUFFER as EPixelFormatCapabilities::BufferLoad, rather than D3D*_FORMAT_SUPPORT_SHADER_LOAD, which is for texture loads.
#jira none
#rb chris.waters
#preflight 6230c93a7b5cb4076889c2d8
[CL 19404863 by jeff newquist in ue5-main branch]
This change is the copy-up of work from //UE5/Dev-ParallelRendering to unify the various RHI texture types
- The separate RHI texture types (FRHITexture2D, FRHITexture2DArray, FRHITexture3D, FRHITextureCube, FRHITextureCubeArray) have been replaced with a single type: FRHITexture.
- Includes the required refactoring / fixes for the various platform RHIs.
The old texture types are still supported via typedefs, but will soon be marked deprecated. Future rendering code should make use of the FRHITexture type instead.
#jira UE-139559
#rb Mihnea.Balta
#preflight 622f3af819287beb2c3047f6
#robomerge[FN_ENGINEMERGE] DEV-NC
[CL 19371962 by Luke Thatcher in ue5-main branch]
- Adding ID3D12DynamicRHI and ID3D11DynamicRHI interfaces for plugins that want to touch DirectX resources/devices directly.
- Adding specific headers for including DirectX headers: D3D12ThirdParty.h and D3D11ThirdParty.h
- Modifying plugins that were using D3D11RHIPrivate.h and D3D12RHIPrivate.h to use the interfaces instead.
- Removing plugin references to UE Modules and ThirdParty libraries that were only needed because they included the private RHI headers.
- Removing D3D11RHI/Private and D3D12RHI/Private from plugin include paths.
#jira none
#rb jeannoe.morissette, kenzo.terelst, mihnea.balta, eric.mcdaniel
#preflight 6222395bb066ef60bbad004a
[CL 19267223 by christopher waters in ue5-main branch]
Adding templated GetDynamicRHI that makes sure we don't cast the Validation DynamicRHI by accident.
#jira none
#rb jeannoe.morissette, zach.bethel
#preflight 62169c43104496cff8a1d9df
[CL 19100864 by christopher waters in ue5-main branch]
- Deprecating IRHIComputeContext::RHISetComputeShader.
- Moving the fallback version of RHISetComputePipelineState to IRHICommandContextPSOFallback.
- Making IRHIComputeContext::RHISetComputePipelineState pure virtual.
- Moving the fallback versions of RHICreateGraphicsPipelineState and RHICreateComputePipelineState into the new FDynamicRHIPSOFallback for platforms that were already using IRHICommandContextPSOFallback.
- Making FDynamicRHI::RHICreateGraphicsPipelineState and FDynamicRHI::RHICreateComputePipelineState pure virtual.
#jira none
#rb luke.thatcher, florin.pascu, will.damon, jeannoe.morissette
#preflight 621660bcc152c67496d9cc75
[CL 19095306 by christopher waters in ue5-main branch]