Files
UnrealEngineUWP/Engine/Shaders
jonathan bard 7753952bf0 Workaround the D3D12-only bug that randomly generates invalid landscape tiles on global merge.
The problem is that there seems to be a missing barrier when copying individual edit layers heightmap textures into the atlas RT (destination state = COPY_DEST) and then using it as a SRV afterwards in the merge PS. Using a PS-based copy texture avoids the issue (CVar landscape.UsePSCopyWorkaround to enable/disable it).
Also, this CL changes the landscape.OutputDiffBitmap and turns it into landscape.DumpHeightmapDiff and landscape.DumpWeightmapDiff (0 = no dump, 1 = mip 0 diff, 2 = all mips diff). Both of these now output to the Saved/LandscapeLayers folder, with a sub-folder named after the current frame's date/time, under a sub-folder named after the landscape actor being updated (so that all diffs done in the same frame can be easily identified by their date, landscape actor name and type : heightmap or weightmap)

#rb chris.tchou
#preflight 63e3c296786751d1e014f942

[CL 24100314 by jonathan bard in ue5-main branch]
2023-02-09 12:13:14 -05:00
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