Files
UnrealEngineUWP/Engine/Source/Runtime/VectorVM/Public
mihnea balta ff43248d11 Particle read DI:
* added functions which can retrieve the IDs of the particles spawned in the last tick
* added missing barriers on source buffers when reading from another emitter
* fixed bug when more than one DI function was used in a module (bad alignment on the elements of the array of attribute indices)

Persistent IDs:
* replaced ClearUAV with a custom shader, so we can set sane barriers instead of the stuff that ClearUAV() forces. Dev-Rendering replaced ClearUAV() with a better API, but I didn't want to wait for that merge.
* grouped together all the ID buffer clears before the simulation dispatches, and all the free ID list updates after rendering, so they can overlap and to avoid stalls

Barriers:
* fixed a bogus compute to graphics transition on the ID to index buffer
* when running multiple ticks, only the outputs of the final tick are transitioned to graphics
* automatic CS cache flushes are disabled once before running all the ticks and enabled at the end, instead of doing it for each tick

#jira UE-84717
#rb Stu.McKenna


#ROBOMERGE-OWNER: mihnea.balta
#ROBOMERGE-AUTHOR: mihnea.balta
#ROBOMERGE-SOURCE: CL 11163241 via CL 11163243
#ROBOMERGE-BOT: (v640-11091645)

[CL 11167081 by mihnea balta in Main branch]
2020-01-29 15:31:45 -05:00
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2020-01-29 15:31:45 -05:00