Files
UnrealEngineUWP/Engine/Source/Runtime/SlateCore
benjamin rouveyrol 13dc328c1e Fix for HDR viewports not rendering properly when Slate.EnableGlobalInvalidation=1
When Slate.EnableGlobalInvalidation=1, we go through FSlateElementBatcher::AddCachedElements and do BatchData->AddCachedBatches(CachedElementData.GetCachedBatches());
HDR viewports actually need to choose between BatchDataHDR and BatchData based on whether we want to composite ui with the scene later on
Added a flag on the batchdraw flags to specify which batchdata the viewport should end up into.
Since the flag might change when toggling, we invalidate the window the viewport is associated with whenever we detect a viewport change in FSlateRHIRenderer::ConditionalResizeViewport
Add GetViewportDynamicRange on ISlateViewport to be able to distinguish SDR and HDR viewports: we can end up in a scenario where we have an HDR window because still have an SDR viewport, like the FMovieViewport
The assumption is that we only play SDR movies, the code will  have to be updated to support HDR movies

#jira UE-204214
#rb Patrick.Boutot

[CL 30964772 by benjamin rouveyrol in ue5-main branch]
2024-01-29 06:16:21 -05:00
..
2023-10-13 17:06:50 -04:00