Commit Graph

23 Commits

Author SHA1 Message Date
Daniel Wright
97cf839625 Merging //Tasks/UE4/Private-Reverb-Development-Lumen/... to //UE5/Main/...
Contains all work on Lumen since shipping Reverb in March:
 * New Opaque Final Gather with higher quality in clean architecture and better performance
 * Improved global tracing which reduces leaking
 * New basic Reflections pipeline which respects material Roughness
 * New HZB traces that are more accurate at tracing against the depth buffer
 * Hardware Ray Tracing paths for Lumen shadowing and Final Gather
#rb none

[CL 14274844 by Daniel Wright in ue5-main branch]
2020-09-08 17:44:06 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Ola Olsson
ed71a589cd Removed AddClearStructuredBufferUAVPass as it was redundant.
#rb zach.bethel,rune.stubbe
#fyi Guillaume.Abadie

[CL 13977463 by Ola Olsson in ue5-main branch]
2020-07-30 13:05:50 -04:00
Michal Valient
95d19f95b1 [REVERB] Merging //UE4/Private-Reverb-Development@13832732
#rb graham.wihlidal, rune.stubbe, brian.karis, andrew.lauritzen, jeff.farris

[CL 13834854 by Michal Valient in ue5-main branch]
2020-07-06 18:58:26 -04:00
ben ingram
d9d0535ddc Add freezable hash table, use to accelerate lookup of shaders within ShaderMap
- Shaders are searched by TypeName and PermutationId, so move those fields out of FShader and into separate arrays inside ShaderMap, to reduce cache misses while finding shaders
#rb none

#ROBOMERGE-OWNER: ben.ingram
#ROBOMERGE-AUTHOR: ben.ingram
#ROBOMERGE-SOURCE: CL 12646854 via CL 12646966 via CL 12646981
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v675-12543919)

[CL 12646995 by ben ingram in Main branch]
2020-04-06 21:12:18 -04:00
Dmitriy Dyomin
2d61247883 Fixed: //UE4/Main - Run Incremental EngineTest Sequencer Win64Editor - MemStack.h Error: Assertion failed: (GIsCriticalError || !NumMarks)
#jira UE-90464
#rb none

[CL 12230138 by Dmitriy Dyomin in Main branch]
2020-03-16 23:59:33 -04:00
dmitriy dyomin
193a3b97ad Reduce FShader object size in cooked games from 264 bytes to 160 bytes (saves ~7MB in the lobby)
#rb zach.bethel


#ROBOMERGE-OWNER: dmitriy.dyomin
#ROBOMERGE-AUTHOR: dmitriy.dyomin
#ROBOMERGE-SOURCE: CL 12099362 via CL 12099363 via CL 12099738
#ROBOMERGE-BOT: (v657-12064184)

[CL 12099753 by dmitriy dyomin in Main branch]
2020-03-10 08:04:05 -04:00
Josh Adams
aa9705149b Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
#rb none

[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Rolando Caloca
bbb9564388 Copying //UE4/Dev-RenderPlat-Staging@11110326 to //UE4/Main
#rb none
#rnx

[CL 11110369 by Rolando Caloca in Main branch]
2020-01-24 18:07:01 -05:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
mihnea balta
fc843b83a0 Fixed vertically flipped image on Android/OpenGL if a postprocess material was set to render after the tonemapper.
#jira UE-80082
#rb rolando.caloca zach.bethel

[CL 9630360 by mihnea balta in 4.24 branch]
2019-10-17 04:24:15 -04:00
Rolando Caloca
1a30325d6f Copying //UE4/Dev-RenderPlat-Staging@9551419 to //UE4/Main
#rb none
#rnx

[CL 9551447 by Rolando Caloca in Main branch]
2019-10-11 15:33:31 -04:00
Marcus Wassmer
6517c68ef5 Copying //UE4/Dev-RenderPlat-Staging@8684824 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 8684840 by Marcus Wassmer in Main branch]
2019-09-14 09:45:25 -04:00
zach bethel
cb2e114967 Fixes for build warnings.
#rb none
#jira none

[CL 8096916 by zach bethel in Dev-Rendering branch]
2019-08-16 14:50:26 -04:00
zach bethel
e8fd560e38 Refactored ClearUAV into RenderGraphUtils. Renamed to AddClearUAVPass to match convention. Implemented using texture descriptor instead of parent RHI texture. Removed RDG validation workaround that allowed parent texture to be accessed without being declared. Added r.RDG.ClobberResources implementation which can help catch bugs with clears or sampling outside a valid view rect.
#jira none
#rb guillaume.abadie

[CL 8069092 by zach bethel in Dev-Rendering branch]
2019-08-15 18:58:08 -04:00
zach bethel
8e971379e3 Fixed AddCopyTexturePass to mark resources as used.
#rb none
#jira none

[CL 7844552 by zach bethel in Dev-Rendering branch]
2019-08-07 17:02:24 -04:00
zach bethel
8ca3dc170e Added RDG_{TEXTURE, BUFFER}_COPY_DEST usage to pass parameters.
#rb guillaume.abadie
#jira none

[CL 7073169 by zach bethel in Dev-Rendering branch]
2019-06-18 16:53:31 -04:00
Brian Karis
572ec04b6c Render graph updates
#rb guillaume.abadie

[CL 4757657 by Brian Karis in Dev-Rendering branch]
2019-01-18 19:20:21 -05:00
Guillaume Abadie
ca8389b9ec s/UBMT_GRAPH_TRACKED_/UBMT_RDG_ for better naming consistency.
#rb none

[CL 4682491 by Guillaume Abadie in Dev-Rendering branch]
2019-01-04 14:52:46 -05:00
Marcus Wassmer
cbfcbbb93b Merging //UE4/Dev-Main@4662404 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
Should be just copyright updates

[CL 4680440 by Marcus Wassmer in Dev-Rendering branch]
2019-01-03 19:16:26 -05:00
Marcus Wassmer
4cc088f35c Copying //UE4/Dev-Rendering-HLR@4669539 to Dev-Rendering (//UE4/Dev-Rendering)
#rb none
#lockdown rolando.caloca

[CL 4669551 by Marcus Wassmer in Dev-Rendering branch]
2018-12-18 21:41:17 -05:00
Guillaume Abadie
7a68882809 Implements FRDGBuffer, FRDGBufferSRV & FRDGBufferUAV
#rb brian.karis

[CL 4497430 by Guillaume Abadie in Dev-Rendering branch]
2018-10-22 23:01:29 -04:00
Guillaume Abadie
c72b7a33d8 Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.

Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.

Names of the graph managed resources are not final.

#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer

[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00