Files
UnrealEngineUWP/Engine/Source/Runtime
krzysztof narkowicz e072895efe Moving Daniel Wright's HLR memory optimizations from Dev-Rendering.
CL 4871955
Fixed TInlineAllocator::GetAllocatedSize reporting SecondaryData AllocatedSize even when there wasn't any SecondaryData

CL 4871994
MeshDrawCommand memory optimizations
* When GPUScene is enabled, cached FMeshDrawCommands are only stored in FScene::CachedMeshDrawCommandStateBuckets, so we only have one command per state bucket.
* Removed FGraphicsMinimalPipelineStateInitializer, now relying on index into the global table
* Union IndirectArgsBuffer with draw params
* Trimmed debug data
* Removed duplicated space for SRV values, now using a bitmask to indicate SRV or TextureRHI
* Deferred renderer GPUPerfTest cached MeshDrawCommands 28Mb -> 2.1Mb
* Mobile renderer GPUPerfTest cached MeshDrawCommands 30.7Mb -> 20.5Mb

CL 4892243
Resupported r.DoLazyStaticMeshUpdate with mesh draw commands.  Now enabled when in game mode, no longer requires cooked build.
 * GPUPerfTest Total cached MeshDrawCommands 2.324Mb -> 1.691Mb and Primitive StaticMeshCommandInfos 3529.2Kb -> 563.7Kb

CL 4925071
Allocate MeshDrawCommands at lowest free index instead of last freed index
Shrink MeshDrawCommands periodically when r.DoLazyStaticMeshUpdate is enabled
Measured in replay ES31: Cached MeshDrawCommands 5.236Mb -> 2.216Mb

CL 4937280
Removed r.DeferUniformBufferUpdatesUntilVisible since it is no longer supported with MeshDrawCommands, which cache the uniform buffer pointer at AddToScene time.  Removed dead code referencing it.

CL 4937591
Fixed FMeshDrawCommandStateCache always resetting resources at index 0.  Found by Rolando.

CL 4951781
Attempt to silence static analysis warning

#jira none
#rb none
#rnx

#ROBOMERGE-SOURCE: CL 4993090 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4993091 by krzysztof narkowicz in Main branch]
2019-02-14 08:36:29 -05:00
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