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// Copyright Epic Games, Inc. All Rights Reserved.
#include "ShaderCompilerCommon.h"
#include "ShaderParameterParser.h"
#include "Misc/FileHelper.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Misc/Paths.h"
#include "Misc/PathViews.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Modules/ModuleManager.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3109293) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3091951 on 2016/08/17 by Chris.Bunner (Duplicate) CL 3090919: Fixed edge case interactions in HLOD ray rejection logic in Lightmass. Change 3093162 on 2016/08/18 by Ben.Woodhouse Fix minor memory leak (missing delete of RT Heartbeat thread) Change 3093470 on 2016/08/18 by Ben.Woodhouse Fix minor leak in FMonitoredProcess - the Thread member would get leaked if the FMonitoredProcess was cancelled, because it gets NULLed without deleting it. Fix is to add a bool to keep track of whether the thread is running, rather than using the Thread pointer. Also fixes a race condition where the FMonitoredProcess::Thread member could get initialized after the thread had completed. This would cause IsRunning to never return false, even if the thread has completed, and the editor would hang on startup (this was fixed by setting bIsRunning to true before creating the thread) Change 3093698 on 2016/08/18 by Daniel.Wright Translucent lighting volume draw event cleanup Change 3093700 on 2016/08/18 by Daniel.Wright Clamp on box reflection capture transition distance visualizer Change 3093755 on 2016/08/18 by Ryan.Vance Merging stereo planar reflections from Odin. Change 3094060 on 2016/08/18 by Daniel.Wright Fully featured base pass reflection captures with blending and parallax correction * Used in the forward renderer when materials opt-in to 'High Quality Reflections' * Used in the deferred renderer for translucent 'Surface ForwardShading' materials * Reflection captures are culled to a frustum space grid using the same reverse linked-list method as lights in the forward renderer * Fixed grid culling in stereo / splitscreen * The ReflectionEnvironment compute shader used in the deferred path also uses the culled grid now which reduces its cost from .93ms -> .70ms on 970 GTX. PS4 cost is about the same. * Capsule indirect self-shadowing is now reduced in the forward path to match deferred, and both are controlled by r.CapsuleIndirectShadowSelfShadowIntensity * SetupHZB is now skipped when SSAO / SSR / HZB are all disabled Change 3094160 on 2016/08/18 by Daniel.Wright CIS fixes Change 3094899 on 2016/08/19 by Ben.Woodhouse Batching optimization for dragging components onto blueprints, reported on UDN. Adding 2300 static mesh actors now takes 3 seconds instead of 40 minutes. https://udn.unrealengine.com/questions/305821/suspected-rhi-uniform-buffer-leak-when-adding-stat.html #jira UE-34937 Change 3095256 on 2016/08/19 by Daniel.Wright Disabled ISR warning spamming CIS Change 3095468 on 2016/08/19 by Daniel.Wright Fixed refcounting on hit proxy render targets Change 3095470 on 2016/08/19 by Daniel.Wright Added bVisibleInReflectionCaptures to primitive component, which is useful for hiding objects too close to the capture point Change 3096274 on 2016/08/22 by Rolando.Caloca DR - vk - added missing BC4 Change 3096291 on 2016/08/22 by Rolando.Caloca DR - vk - Fix image views for some rendertarget formats - Fix ImageViews on sub mips Change 3096579 on 2016/08/22 by Rolando.Caloca DR - vk - Fix rendering for shaders with no descriptors Change 3096584 on 2016/08/22 by Rolando.Caloca DR - vk - Fix 3d texture update Change 3096813 on 2016/08/22 by Rolando.Caloca DR - Fix GL linking errors PR #2615 Change 3097062 on 2016/08/22 by Rolando.Caloca DR - vk - Added unified mem flag - Added Mip index into UAV - Switched compute descriptor set index 0 Change 3097065 on 2016/08/22 by Rolando.Caloca DR - vk - Framebuffer barriers now wait on STAGE_FRAGMENT_SHADER instead of STAGE_BOTTOM_OF_PIPE Change 3097084 on 2016/08/22 by Daniel.Wright Enabled r.VertexFoggingForOpaque by default to match other forward renderer choices (fast by default) Change 3097086 on 2016/08/22 by Rolando.Caloca DR - vk - Missed file Change 3097943 on 2016/08/23 by Rolando.Caloca DR - hlslcc - Remove duplicated definitions out into a common header Change 3098166 on 2016/08/23 by Rolando.Caloca DR - Custom Renderer callback after getting SceneColor Change 3098418 on 2016/08/23 by Olaf.Piesche Moving vertex factory dirtying to always happen in-editor for mesh emitters on dynamic data reinitialization; there are several cases in which this needs to happen (some material changes, mesh reimports...) which are difficult to track, so in-editor we just always recreate the mesh particle vertex factory with the dynamic data. #jira UE-34838 Change 3098448 on 2016/08/23 by Rolando.Caloca DR - vk - fixes for depth/stencil descriptors - Minor debug dump improvement Change 3098463 on 2016/08/23 by Daniel.Wright Static lights with MinRoughness = 1.0 don't get their source shapes drawn into reflection captures, since they are being used as virtual area lights Change 3098556 on 2016/08/23 by Daniel.Wright Lightmass area shadows only mark texels as mapped inside the light's influence, which fixes multiple stationary lights with bUseAreaShadowsForStationaryLight interfering. Change 3098672 on 2016/08/23 by Rolando.Caloca DR - vk - Fixed crash when using vertex shaders with no descriptors Change 3099173 on 2016/08/24 by Ben.Woodhouse Fixed various issues with subsurface profile, for checkerboard and non-checkerboard code paths - Re-enable non-checkerboard skin by default - Checkerboard issues fixed: - Emissive lighting was being applied twice due to not taking checkerboard pattern into account - Emissive lighting was modulated by basecolor in the recombine - Metallic materials were contributing specular lighting to the diffuse channel - Non-checkerboard fixes: - Fix write mask during SkyLightDiffuse so alpha is updated correctly - Metallic specular lighting was broken (specularColor was lerping to white instead of baseColor) - Optimisation: Fall back to default lit for pixels where the opacity is 0. - For non-checkerboard, this gives better handling of metallic/emissive for pixels where SSS is not required (non-CB RGBA encoding for diffuse/spec doesn't cope well with colored specular or emissive) - For checkerboard, this gives similar results in terms of shading, but we get full-resolution shading on non SSS pixels #jira UE-34561 Change 3099673 on 2016/08/24 by Daniel.Wright Removed unused reflection shape variables Change 3099674 on 2016/08/24 by Daniel.Wright Fixed translucent materials not working in DrawMaterialToRenderTarget (fallout from cl 3089208) Fixed ensure with FRendererModule::DrawTile in the forward renderer, trying to bind light attenuation texture Change 3099700 on 2016/08/24 by Daniel.Wright Disabled log spam when a Rift is connected but not being used Change 3099730 on 2016/08/24 by Daniel.Wright MSAA depth resolve uses depth of closest surface, hides some artifacts with dynamic shadowing against the skybox Change 3099789 on 2016/08/24 by Brian.Karis FloatRGB is now always supported. If 11:11:10 isn't supported by hardware this format by definition will map to a different format meaning it is always supported. Change 3099987 on 2016/08/24 by Daniel.Wright Fixed light grid debug asserts on PS4 * Always creating the local light buffer, even if it won't be used by the shader * Transition ViewState FRWBuffers to writable at the beginning of a new frame Change 3100120 on 2016/08/24 by Rolando.Caloca DR - vk - Use 256MB pages for GPU memory Change 3100151 on 2016/08/24 by Daniel.Wright PS4 gracefully falls back to Temporal AA when MSAA is requested, as the GNM RHI doesn't support MSAA yet Change 3100302 on 2016/08/24 by Rolando.Caloca DR - vk - Mem system changes - Now allocates a readback heap from GPU->CPU - Removed bad total memory on heap/type - Added fallback to another mem type if it's OOM Change 3101110 on 2016/08/25 by Rolando.Caloca DR - vk - Remove r.Vulkan.UseGLSL Change 3101121 on 2016/08/25 by Rolando.Caloca DR - vk - Initial support for HiResShot Change 3101450 on 2016/08/25 by Rolando.Caloca DR - vk - Remove imagelayout from textures; renamed a method for clarity Change 3101462 on 2016/08/25 by Daniel.Wright Planar reflections no longer update GPU particles, fixes Scene Depth particle collision Change 3101525 on 2016/08/25 by Frank.Fella Niagara - Remove public include modules from niagara, and remove the public include dependency on niagara from UnrealEd, and fix up fallout. Change 3101613 on 2016/08/25 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3101686 on 2016/08/25 by Frank.Fella Niagara - Move asset type actions into the niagara module. Change 3101865 on 2016/08/25 by Rolando.Caloca DR - vk - Fix compile issue when enabling dump layer Change 3101946 on 2016/08/25 by Frank.Fella Orion - Fix include error caused by niagara include fixup. Change 3101999 on 2016/08/25 by Frank.Fella Fortnite - Fix include error caused by niagara include fixup. Change 3102035 on 2016/08/25 by Frank.Fella Ocean - Fix include error caused by niagara include fixup. Change 3102047 on 2016/08/25 by Frank.Fella UnrealTournament - Fix include error caused by niagara include fixup. Change 3102627 on 2016/08/26 by Frank.Fella Niagara - Move stats group declaration to the niagara module and move the stats declarations in the niagara module into the cpp files. Change 3102654 on 2016/08/26 by Ben.Woodhouse Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators #jira UE-33424 Change 3102780 on 2016/08/26 by Ben.Woodhouse Make shadow culling take FOV into account, via LODDistanceFactor Also set the LODDistanceFactorSquared member of the view, which was previously uninitialized #jira UE-33873 Change 3102930 on 2016/08/26 by Rolando.Caloca DR - vk - Do not require backbuffer at start, like Metal Change 3103061 on 2016/08/26 by Rolando.Caloca DR - vk - More debug dump to help track down issues Change 3103143 on 2016/08/26 by Rolando.Caloca DR - vk - Added partial image view for each texture for Depth/Stencil - Removed some unused members from textures Change 3104162 on 2016/08/29 by Gil.Gribb Merging //UE4/Dev-Main@3104155 to Dev-Rendering (//UE4/Dev-Rendering) Change 3104491 on 2016/08/29 by Rolando.Caloca DR - vk - Fix merge issue Change 3104500 on 2016/08/29 by Rolando.Caloca DR - Rebuilt hlslcc libs after merge Change 3104978 on 2016/08/29 by John.Billon -Moved Particle Cutouts to the Required Module -Pre-existing SubUVAnimation data is automatically moved to required on Init. -Added Default Particle Cutouts project setting that will attempt to find and use a texture on a particle's material for a cutout by default. Change 3105249 on 2016/08/29 by John.Billon Fixing non-editor compile error. Change 3105326 on 2016/08/29 by Zabir.Hoque SIMD Movie Player on XB1 Change 3105813 on 2016/08/30 by John.Billon Fixing static analysis warning. Change 3106322 on 2016/08/30 by Matt.Kuhlenschmidt Removed duplicated view uniform shader parameters initialization between slate and scene rendering. Moved all the duped initialization into a single shared method. The shared method should be where new parameters are initialized if they are required for the view to work properly. Change 3106350 on 2016/08/30 by Rolando.Caloca DR - vk - Added missing texture formats - Added texture debug name Change 3106547 on 2016/08/30 by Rolando.Caloca DR - Added ESimpleRenderTargetMode::EExistingColorAndClearDepth Change 3106631 on 2016/08/30 by Uriel.Doyon Dirty Texture Streaming Build do not dirty maps anymore. #jira UE-35241 Change 3106919 on 2016/08/30 by Rolando.Caloca DR - Temp workaround to get Vulkan up & running, might require hlslcc fix Change 3106974 on 2016/08/30 by Uriel.Doyon Changed lightmass exports version from GUID to INT in order to shorten filenames. Change 3106988 on 2016/08/30 by Uriel.Doyon New project specific config value r.Streaming.CheckBuildStatus used to specify whether the engine should check if the "Texture Streaming Build" is dirty (false by default). #jira UE-35227 Change 3107927 on 2016/08/31 by John.Billon -Duplicating OpenGL4 ClearUAV Implementation from 4.13 -Fixed uav clear format. #Jira UE-35345 Change 3108095 on 2016/08/31 by Marc.Olano Restore initialization of noise textures, accidentally removed in @3106322 #jira UE-35369 Change 3108557 on 2016/08/31 by John.Billon Fixing HTML5 compile error [CL 3109297 by Gil Gribb in Main branch]
2016-08-31 21:22:32 -04:00
#include "HlslccDefinitions.h"
#include "HAL/FileManager.h"
#include "String/RemoveFrom.h"
#include "ShaderPreprocessTypes.h"
#include "ShaderSymbolExport.h"
#include "ShaderMinifier.h"
IMPLEMENT_MODULE(FDefaultModuleImpl, ShaderCompilerCommon);
int16 GetNumUniformBuffersUsed(const FShaderCompilerResourceTable& InSRT)
{
auto CountLambda = [&](const TArray<uint32>& In)
{
int16 LastIndex = -1;
for (int32 i = 0; i < In.Num(); ++i)
{
auto BufferIndex = FRHIResourceTableEntry::GetUniformBufferIndex(In[i]);
if (BufferIndex != static_cast<uint16>(FRHIResourceTableEntry::GetEndOfStreamToken()) )
{
LastIndex = FMath::Max(LastIndex, (int16)BufferIndex);
}
}
return LastIndex + 1;
};
int16 Num = CountLambda(InSRT.SamplerMap);
Num = FMath::Max(Num, (int16)CountLambda(InSRT.ShaderResourceViewMap));
Num = FMath::Max(Num, (int16)CountLambda(InSRT.TextureMap));
Num = FMath::Max(Num, (int16)CountLambda(InSRT.UnorderedAccessViewMap));
return Num;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
void BuildResourceTableTokenStream(const TArray<uint32>& InResourceMap, int32 MaxBoundResourceTable, TArray<uint32>& OutTokenStream, bool bGenerateEmptyTokenStreamIfNoResources)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
if (bGenerateEmptyTokenStreamIfNoResources)
{
if (InResourceMap.Num() == 0)
{
return;
}
}
// First we sort the resource map.
TArray<uint32> SortedResourceMap = InResourceMap;
SortedResourceMap.Sort();
// The token stream begins with a table that contains offsets per bound uniform buffer.
// This offset provides the start of the token stream.
OutTokenStream.AddZeroed(MaxBoundResourceTable+1);
auto LastBufferIndex = FRHIResourceTableEntry::GetEndOfStreamToken();
for (int32 i = 0; i < SortedResourceMap.Num(); ++i)
{
auto BufferIndex = FRHIResourceTableEntry::GetUniformBufferIndex(SortedResourceMap[i]);
if (BufferIndex != LastBufferIndex)
{
// Store the offset for resources from this buffer.
OutTokenStream[BufferIndex] = OutTokenStream.Num();
LastBufferIndex = BufferIndex;
}
OutTokenStream.Add(SortedResourceMap[i]);
}
// Add a token to mark the end of the stream. Not needed if there are no bound resources.
if (OutTokenStream.Num())
{
OutTokenStream.Add(FRHIResourceTableEntry::GetEndOfStreamToken());
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
bool BuildResourceTableMapping(
const FShaderResourceTableMap& ResourceTableMap,
const TMap<FString, FUniformBufferEntry>& UniformBufferMap,
TBitArray<>& UsedUniformBufferSlots,
FShaderParameterMap& ParameterMap,
FShaderCompilerResourceTable& OutSRT)
{
check(OutSRT.ResourceTableBits == 0);
check(OutSRT.ResourceTableLayoutHashes.Num() == 0);
// Build resource table mapping
int32 MaxBoundResourceTable = -1;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
// Go through ALL the members of ALL the UB resources
for (const FUniformResourceEntry& Entry : ResourceTableMap.Resources)
{
const FString& Name = Entry.UniformBufferMemberName;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
// If the shaders uses this member (eg View_PerlinNoise3DTexture)...
if (TOptional<FParameterAllocation> Allocation = ParameterMap.FindParameterAllocation(Name))
{
const EShaderParameterType ParameterType = Allocation->Type;
const bool bBindlessParameter = (ParameterType == EShaderParameterType::BindlessResourceIndex || ParameterType == EShaderParameterType::BindlessSamplerIndex);
// Force bindless "indices" to zero since they're not needed in SetResourcesFromTables
const uint16 BaseIndex = bBindlessParameter ? 0 : Allocation->BaseIndex;
ParameterMap.RemoveParameterAllocation(*Name);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
uint16 UniformBufferIndex = INDEX_NONE;
uint16 UBBaseIndex, UBSize;
// Add the UB itself as a parameter if not there
FString UniformBufferName(Entry.GetUniformBufferName());
if (!ParameterMap.FindParameterAllocation(*UniformBufferName, UniformBufferIndex, UBBaseIndex, UBSize))
{
UniformBufferIndex = UsedUniformBufferSlots.FindAndSetFirstZeroBit();
ParameterMap.AddParameterAllocation(*UniformBufferName, UniformBufferIndex,0,0,EShaderParameterType::UniformBuffer);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
// Mark used UB index
if (UniformBufferIndex >= sizeof(OutSRT.ResourceTableBits) * 8)
{
return false;
}
OutSRT.ResourceTableBits |= (1 << UniformBufferIndex);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
// How many resource tables max we'll use, and fill it with zeroes
MaxBoundResourceTable = FMath::Max<int32>(MaxBoundResourceTable, (int32)UniformBufferIndex);
auto ResourceMap = FRHIResourceTableEntry::Create(UniformBufferIndex, Entry.ResourceIndex, BaseIndex);
switch( Entry.Type )
{
case UBMT_TEXTURE:
case UBMT_RDG_TEXTURE:
OutSRT.TextureMap.Add(ResourceMap);
break;
case UBMT_SAMPLER:
OutSRT.SamplerMap.Add(ResourceMap);
break;
case UBMT_SRV:
case UBMT_RDG_TEXTURE_SRV:
case UBMT_RDG_BUFFER_SRV:
OutSRT.ShaderResourceViewMap.Add(ResourceMap);
break;
case UBMT_UAV:
case UBMT_RDG_TEXTURE_UAV:
case UBMT_RDG_BUFFER_UAV:
OutSRT.UnorderedAccessViewMap.Add(ResourceMap);
break;
default:
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
return false;
}
}
}
// Emit hashes for all uniform buffers in the parameter map. We need to include the ones without resources as well
// (i.e. just constants), since the global uniform buffer bindings rely on valid hashes.
for (const TPair<FString, FParameterAllocation>& KeyValue : ParameterMap.GetParameterMap())
{
const FString& UniformBufferName = KeyValue.Key;
const FParameterAllocation& UniformBufferParameter = KeyValue.Value;
if (UniformBufferParameter.Type == EShaderParameterType::UniformBuffer)
{
if (OutSRT.ResourceTableLayoutHashes.Num() <= UniformBufferParameter.BufferIndex)
{
OutSRT.ResourceTableLayoutHashes.SetNumZeroed(UniformBufferParameter.BufferIndex + 1);
}
// Data-driven uniform buffers will not have registered this information.
if (const FUniformBufferEntry* UniformBufferEntry = UniformBufferMap.Find(UniformBufferName))
{
OutSRT.ResourceTableLayoutHashes[UniformBufferParameter.BufferIndex] = UniformBufferEntry->LayoutHash;
}
}
}
OutSRT.MaxBoundResourceTable = MaxBoundResourceTable;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
return true;
}
PRAGMA_DISABLE_DEPRECATION_WARNINGS
// Deprecated version of function
bool BuildResourceTableMapping(
const TMap<FString, FResourceTableEntry>& ResourceTableMap,
const TMap<FString, FUniformBufferEntry>& UniformBufferMap,
TBitArray<>& UsedUniformBufferSlots,
FShaderParameterMap& ParameterMap,
FShaderCompilerResourceTable& OutSRT)
{
UE_LOG(LogShaders, Error, TEXT("Using unimplemented deprecated version of BuildResourceTableMapping -- use version that accepts FShaderResourceTableMap instead."));
return false;
}
PRAGMA_ENABLE_DEPRECATION_WARNINGS
void CullGlobalUniformBuffers(const TMap<FString, FUniformBufferEntry>& UniformBufferMap, FShaderParameterMap& ParameterMap)
{
TArray<FString> ParameterNames;
ParameterMap.GetAllParameterNames(ParameterNames);
for (const FString& Name : ParameterNames)
{
if (const FUniformBufferEntry* UniformBufferEntry = UniformBufferMap.Find(*Name))
{
// A uniform buffer that is bound per-shader keeps its allocation in the map.
if (EnumHasAnyFlags(UniformBufferEntry->BindingFlags, EUniformBufferBindingFlags::Shader))
{
continue;
}
ParameterMap.RemoveParameterAllocation(*Name);
}
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
const TCHAR* FindNextWhitespace(const TCHAR* StringPtr)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
while (*StringPtr && !FChar::IsWhitespace(*StringPtr))
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
StringPtr++;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
if (*StringPtr && FChar::IsWhitespace(*StringPtr))
{
return StringPtr;
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else
{
return nullptr;
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}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
const TCHAR* FindNextNonWhitespace(const TCHAR* StringPtr)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
bool bFoundWhitespace = false;
while (*StringPtr && (FChar::IsWhitespace(*StringPtr) || !bFoundWhitespace))
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
bFoundWhitespace = true;
StringPtr++;
}
if (bFoundWhitespace && *StringPtr && !FChar::IsWhitespace(*StringPtr))
{
return StringPtr;
}
else
{
return nullptr;
}
}
const TCHAR* FindMatchingBlock(const TCHAR* OpeningCharPtr, char OpenChar, char CloseChar)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
{
const TCHAR* SearchPtr = OpeningCharPtr;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
int32 Depth = 0;
while (*SearchPtr)
{
if (*SearchPtr == OpenChar)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
{
Depth++;
}
else if (*SearchPtr == CloseChar)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
{
if (Depth == 0)
{
return SearchPtr;
}
Depth--;
}
SearchPtr++;
}
return nullptr;
}
const TCHAR* FindMatchingClosingBrace(const TCHAR* OpeningCharPtr) { return FindMatchingBlock(OpeningCharPtr, '{', '}'); };
const TCHAR* FindMatchingClosingParenthesis(const TCHAR* OpeningCharPtr) { return FindMatchingBlock(OpeningCharPtr, '(', ')'); };
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
// See MSDN HLSL 'Symbol Name Restrictions' doc
inline bool IsValidHLSLIdentifierCharacter(TCHAR Char)
{
return (Char >= 'a' && Char <= 'z') ||
(Char >= 'A' && Char <= 'Z') ||
(Char >= '0' && Char <= '9') ||
Char == '_';
}
void ParseHLSLTypeName(const TCHAR* SearchString, const TCHAR*& TypeNameStartPtr, const TCHAR*& TypeNameEndPtr)
{
TypeNameStartPtr = FindNextNonWhitespace(SearchString);
check(TypeNameStartPtr);
TypeNameEndPtr = TypeNameStartPtr;
int32 Depth = 0;
const TCHAR* NextWhitespace = FindNextWhitespace(TypeNameStartPtr);
const TCHAR* PotentialExtraTypeInfoPtr = NextWhitespace ? FindNextNonWhitespace(NextWhitespace) : nullptr;
// Find terminating whitespace, but skip over trailing ' < float4 >'
while (*TypeNameEndPtr)
{
if (*TypeNameEndPtr == '<')
{
Depth++;
}
else if (*TypeNameEndPtr == '>')
{
Depth--;
}
else if (Depth == 0
&& FChar::IsWhitespace(*TypeNameEndPtr)
// If we found a '<', we must not accept any whitespace before it
&& (!PotentialExtraTypeInfoPtr || *PotentialExtraTypeInfoPtr != '<' || TypeNameEndPtr > PotentialExtraTypeInfoPtr))
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
break;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
TypeNameEndPtr++;
}
check(TypeNameEndPtr);
}
const TCHAR* ParseHLSLSymbolName(const TCHAR* SearchString, FString& SymboName)
{
const TCHAR* SymbolNameStartPtr = FindNextNonWhitespace(SearchString);
check(SymbolNameStartPtr);
const TCHAR* SymbolNameEndPtr = SymbolNameStartPtr;
while (*SymbolNameEndPtr && IsValidHLSLIdentifierCharacter(*SymbolNameEndPtr))
{
SymbolNameEndPtr++;
}
SymboName = FString(SymbolNameEndPtr - SymbolNameStartPtr, SymbolNameStartPtr);
return SymbolNameEndPtr;
}
class FUniformBufferMemberInfo
{
public:
// eg View.WorldToClip
FString NameAsStructMember;
// eg View_WorldToClip
FString GlobalName;
};
const TCHAR* ParseStructRecursive(
const TCHAR* StructStartPtr,
FString& UniformBufferName,
int32 StructDepth,
const FString& StructNamePrefix,
const FString& GlobalNamePrefix,
TMap<FString, TArray<FUniformBufferMemberInfo>>& UniformBufferNameToMembers)
{
const TCHAR* OpeningBracePtr = FCString::Strstr(StructStartPtr, TEXT("{"));
check(OpeningBracePtr);
const TCHAR* ClosingBracePtr = FindMatchingClosingBrace(OpeningBracePtr + 1);
check(ClosingBracePtr);
FString StructName;
const TCHAR* StructNameEndPtr = ParseHLSLSymbolName(ClosingBracePtr + 1, StructName);
check(StructName.Len() > 0);
FString NestedStructNamePrefix = StructNamePrefix + StructName + TEXT(".");
FString NestedGlobalNamePrefix = GlobalNamePrefix + StructName + TEXT("_");
if (StructDepth == 0)
{
UniformBufferName = StructName;
}
const TCHAR* LastMemberSemicolon = ClosingBracePtr;
// Search backward to find the last member semicolon so we know when to stop parsing members
while (LastMemberSemicolon > OpeningBracePtr && *LastMemberSemicolon != ';')
{
LastMemberSemicolon--;
}
const TCHAR* MemberSearchPtr = OpeningBracePtr + 1;
do
{
const TCHAR* MemberTypeStartPtr = nullptr;
const TCHAR* MemberTypeEndPtr = nullptr;
ParseHLSLTypeName(MemberSearchPtr, MemberTypeStartPtr, MemberTypeEndPtr);
FString MemberTypeName(MemberTypeEndPtr - MemberTypeStartPtr, MemberTypeStartPtr);
if (FCString::Strcmp(*MemberTypeName, TEXT("struct")) == 0)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
MemberSearchPtr = ParseStructRecursive(MemberTypeStartPtr, UniformBufferName, StructDepth + 1, NestedStructNamePrefix, NestedGlobalNamePrefix, UniformBufferNameToMembers);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
else
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
FString MemberName;
const TCHAR* SymbolEndPtr = ParseHLSLSymbolName(MemberTypeEndPtr, MemberName);
check(MemberName.Len() > 0);
MemberSearchPtr = SymbolEndPtr;
// Skip over trailing tokens '[1];'
while (*MemberSearchPtr && *MemberSearchPtr != ';')
{
MemberSearchPtr++;
}
// Add this member to the map
TArray<FUniformBufferMemberInfo>& UniformBufferMembers = UniformBufferNameToMembers.FindOrAdd(UniformBufferName);
FUniformBufferMemberInfo NewMemberInfo;
NewMemberInfo.NameAsStructMember = NestedStructNamePrefix + MemberName;
NewMemberInfo.GlobalName = NestedGlobalNamePrefix + MemberName;
UniformBufferMembers.Add(MoveTemp(NewMemberInfo));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
return StructEndPtr;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
bool MatchStructMemberName(const FString& SymbolName, const TCHAR* SearchPtr, const FString& PreprocessedShaderSource)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
// Only match whole symbol
if (IsValidHLSLIdentifierCharacter(*(SearchPtr - 1)) || *(SearchPtr - 1) == '.')
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
return false;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
for (int32 i = 0; i < SymbolName.Len(); i++)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
if (*SearchPtr != SymbolName[i])
{
return false;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
if (i < SymbolName.Len() - 1)
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
// Skip whitespace within the struct member reference before the end
// eg 'View. ViewToClip'
while (FChar::IsWhitespace(*SearchPtr))
{
SearchPtr++;
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
// Only match whole symbol
if (IsValidHLSLIdentifierCharacter(*SearchPtr))
{
return false;
}
return true;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
// Searches string SearchPtr for 'SearchString.' or 'SearchString .' and returns a pointer to the first character of the match.
TCHAR* FindNextUniformBufferReference(TCHAR* SearchPtr, const TCHAR* SearchString, uint32 SearchStringLength)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
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Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
if (FoundPtr == nullptr)
{
return nullptr;
}
else if (FoundPtr[SearchStringLength] == '.' || (FoundPtr[SearchStringLength] == ' ' && FoundPtr[SearchStringLength+1] == '.'))
{
return FoundPtr;
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FoundPtr = FCString::Strstr(FoundPtr + SearchStringLength, SearchString);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
return nullptr;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
}
EShaderParameterType UE::ShaderCompilerCommon::ParseParameterType(
FStringView InType,
TArrayView<const TCHAR* const> InExtraSRVTypes,
TArrayView<const TCHAR* const> InExtraUAVTypes)
{
return FShaderParameterParser::ParseParameterType(InType, InExtraSRVTypes, InExtraUAVTypes);
}
FStringView UE::ShaderCompilerCommon::RemoveConstantBufferPrefix(FStringView InName)
{
return UE::String::RemoveFromStart(InName, FStringView(UE::ShaderCompilerCommon::kUniformBufferConstantBufferPrefix));
}
FString UE::ShaderCompilerCommon::RemoveConstantBufferPrefix(const FString& InName)
{
return FString(RemoveConstantBufferPrefix(FStringView(InName)));
}
EShaderParameterType UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix(FStringView& InName)
{
return FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(InName);
}
EShaderParameterType UE::ShaderCompilerCommon::ParseAndRemoveBindlessParameterPrefix(FString& InName)
{
return FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(InName);
}
bool UE::ShaderCompilerCommon::RemoveBindlessParameterPrefix(FString& InName)
{
return FShaderParameterParser::RemoveBindlessParameterPrefix(InName);
}
bool UE::ShaderCompilerCommon::ValidatePackedResourceCounts(FShaderCompilerOutput& Output, const FShaderCodePackedResourceCounts& PackedResourceCounts)
{
if (Output.bSucceeded)
{
auto GetAllResourcesOfType = [&](EShaderParameterType InType)
{
const TArray<FString> AllNames = Output.ParameterMap.GetAllParameterNamesOfType(InType);
if (AllNames.IsEmpty())
{
return FString();
}
return FString::Join(AllNames, TEXT(", "));
};
if (EnumHasAnyFlags(PackedResourceCounts.UsageFlags, EShaderResourceUsageFlags::BindlessResources) && PackedResourceCounts.NumSRVs > 0)
{
const FString Names = GetAllResourcesOfType(EShaderParameterType::SRV);
Output.Errors.Add(FString::Printf(TEXT("Shader is mixing bindless resources with non-bindless resources. %d SRV slots were detected: %s"), PackedResourceCounts.NumSRVs, *Names));
Output.bSucceeded = false;
}
if (EnumHasAnyFlags(PackedResourceCounts.UsageFlags, EShaderResourceUsageFlags::BindlessResources) && PackedResourceCounts.NumUAVs > 0)
{
const FString Names = GetAllResourcesOfType(EShaderParameterType::UAV);
Output.Errors.Add(FString::Printf(TEXT("Shader is mixing bindless resources with non-bindless resources. %d UAV slots were detected: %s"), PackedResourceCounts.NumUAVs, *Names));
Output.bSucceeded = false;
}
if (EnumHasAnyFlags(PackedResourceCounts.UsageFlags, EShaderResourceUsageFlags::BindlessSamplers) && PackedResourceCounts.NumSamplers > 0)
{
const FString Names = GetAllResourcesOfType(EShaderParameterType::Sampler);
Output.Errors.Add(FString::Printf(TEXT("Shader is mixing bindless samplers with non-bindless samplers. %d sampler slots were detected: %s"), PackedResourceCounts.NumSamplers, *Names));
Output.bSucceeded = false;
}
}
return Output.bSucceeded;
}
void UE::ShaderCompilerCommon::ParseRayTracingEntryPoint(const FString& Input, FString& OutMain, FString& OutAnyHit, FString& OutIntersection)
{
auto ParseEntry = [&Input](const TCHAR* Marker)
{
FString Result;
const int32 BeginIndex = Input.Find(Marker, ESearchCase::IgnoreCase, ESearchDir::FromStart);
if (BeginIndex != INDEX_NONE)
{
int32 EndIndex = Input.Find(TEXT(" "), ESearchCase::IgnoreCase, ESearchDir::FromStart, BeginIndex);
if (EndIndex == INDEX_NONE)
{
EndIndex = Input.Len() + 1;
}
const int32 MarkerLen = FCString::Strlen(Marker);
const int32 Count = EndIndex - BeginIndex;
Result = Input.Mid(BeginIndex + MarkerLen, Count - MarkerLen);
}
return Result;
};
OutMain = ParseEntry(TEXT("closesthit="));
OutAnyHit = ParseEntry(TEXT("anyhit="));
OutIntersection = ParseEntry(TEXT("intersection="));
// If complex hit group entry is not specified, assume a single verbatim entry point
if (OutMain.IsEmpty() && OutAnyHit.IsEmpty() && OutIntersection.IsEmpty())
{
OutMain = Input;
}
}
bool UE::ShaderCompilerCommon::RemoveDeadCode(FString& InOutPreprocessedShaderSource, TConstArrayView<FStringView> RequiredSymbols, TArray<FShaderCompilerError>& OutErrors)
{
UE::ShaderMinifier::EMinifyShaderFlags ExtraFlags = UE::ShaderMinifier::EMinifyShaderFlags::None;
#if 0 // Extra features that may be useful during development / debugging
ExtraFlags |= UE::ShaderMinifier::EMinifyShaderFlags::OutputReasons // Output a comment every struct/function describing why it was included (i.e. which code block uses it)
| UE::ShaderMinifier::EMinifyShaderFlags::OutputStats; // Output a comment detailing how many blocks of each type (functions/structs/etc.) were emitted
#endif
UE::ShaderMinifier::FMinifiedShader Minified = UE::ShaderMinifier::Minify(InOutPreprocessedShaderSource, RequiredSymbols,
UE::ShaderMinifier::EMinifyShaderFlags::OutputCommentLines // Preserve comments that were left after preprocessing
| UE::ShaderMinifier::EMinifyShaderFlags::OutputLines // Emit #line directives
| ExtraFlags);
if (Minified.Success())
{
Swap(InOutPreprocessedShaderSource, Minified.Code);
return true;
}
else
{
OutErrors.Add(TEXT("warning: Shader minification failed."));
return false;
}
}
bool UE::ShaderCompilerCommon::RemoveDeadCode(FString& InOutPreprocessedShaderSource, const FString& EntryPoint, TArray<FShaderCompilerError>& OutErrors)
{
TArray<FStringView> RequiredSymbols;
FString EntryMain;
FString EntryAnyHit;
FString EntryIntersection;
UE::ShaderCompilerCommon::ParseRayTracingEntryPoint(EntryPoint, EntryMain, EntryAnyHit, EntryIntersection);
RequiredSymbols.Add(EntryMain);
if (!EntryAnyHit.IsEmpty())
{
RequiredSymbols.Add(EntryAnyHit);
}
if (!EntryIntersection.IsEmpty())
{
RequiredSymbols.Add(EntryIntersection);
}
return UE::ShaderCompilerCommon::RemoveDeadCode(InOutPreprocessedShaderSource, RequiredSymbols, OutErrors);
}
void HandleReflectedGlobalConstantBufferMember(
const FString& InMemberName,
uint32 ConstantBufferIndex,
int32 ReflectionOffset,
int32 ReflectionSize,
FShaderCompilerOutput& Output
)
{
FString MemberName = InMemberName;
const EShaderParameterType ParameterType = FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(MemberName);
Output.ParameterMap.AddParameterAllocation(
*MemberName,
ConstantBufferIndex,
ReflectionOffset,
ReflectionSize,
ParameterType);
}
void HandleReflectedUniformBufferConstantBufferMember(
int32 UniformBufferSlot,
const FString& InMemberName,
int32 ReflectionOffset,
int32 ReflectionSize,
FShaderCompilerOutput& Output
)
{
FString MemberName = InMemberName;
const EShaderParameterType ParameterType = FShaderParameterParser::ParseAndRemoveBindlessParameterPrefix(MemberName);
if (ParameterType != EShaderParameterType::LooseData)
{
Output.ParameterMap.AddParameterAllocation(
*MemberName,
UniformBufferSlot,
ReflectionOffset,
1,
ParameterType
);
}
}
void HandleReflectedRootConstantBufferMember(
const FShaderCompilerInput& Input,
const FShaderParameterParser& ShaderParameterParser,
const FString& MemberName,
int32 ReflectionOffset,
int32 ReflectionSize,
FShaderCompilerOutput& Output
)
{
ShaderParameterParser.ValidateShaderParameterType(Input, MemberName, ReflectionOffset, ReflectionSize, Output);
HandleReflectedUniformBufferConstantBufferMember(
FShaderParametersMetadata::kRootCBufferBindingIndex,
MemberName,
ReflectionOffset,
ReflectionSize,
Output
);
}
void HandleReflectedRootConstantBuffer(
int32 ConstantBufferSize,
FShaderCompilerOutput& CompilerOutput
)
{
CompilerOutput.ParameterMap.AddParameterAllocation(
FShaderParametersMetadata::kRootUniformBufferBindingName,
FShaderParametersMetadata::kRootCBufferBindingIndex,
0,
static_cast<uint16>(ConstantBufferSize),
EShaderParameterType::LooseData);
}
void HandleReflectedUniformBuffer(
const FString& UniformBufferName,
int32 ReflectionSlot,
int32 BaseIndex,
int32 BufferSize,
FShaderCompilerOutput& CompilerOutput
)
{
FString AdjustedUniformBufferName(UE::ShaderCompilerCommon::RemoveConstantBufferPrefix(UniformBufferName));
CompilerOutput.ParameterMap.AddParameterAllocation(
*AdjustedUniformBufferName,
ReflectionSlot,
BaseIndex,
BufferSize,
EShaderParameterType::UniformBuffer
);
}
void HandleReflectedShaderResource(
const FString& ResourceName,
int32 BindOffset,
int32 ReflectionSlot,
int32 BindCount,
FShaderCompilerOutput& CompilerOutput
)
{
CompilerOutput.ParameterMap.AddParameterAllocation(
*ResourceName,
BindOffset,
ReflectionSlot,
BindCount,
EShaderParameterType::SRV
);
}
void UpdateStructuredBufferStride(
const FShaderCompilerInput& Input,
const FString& ResourceName,
uint16 BindPoint,
uint16 Stride,
FShaderCompilerOutput& CompilerOutput
)
{
if (BindPoint <= UINT16_MAX && Stride <= UINT16_MAX)
{
CompilerOutput.ParametersStrideToValidate.Add(FShaderCodeValidationStride{ BindPoint, Stride });
}
else
{
FString ErrorMessage = FString::Printf(TEXT("%s: Failed to set stride on parameter %s: Bind point %d, Stride %d"), *Input.GenerateShaderName(), *ResourceName, BindPoint, Stride);
CompilerOutput.Errors.Add(FShaderCompilerError(*ErrorMessage));
}
}
void HandleReflectedShaderUAV(
const FString& UAVName,
int32 BindOffset,
int32 ReflectionSlot,
int32 BindCount,
FShaderCompilerOutput& CompilerOutput
)
{
CompilerOutput.ParameterMap.AddParameterAllocation(
*UAVName,
BindOffset,
ReflectionSlot,
BindCount,
EShaderParameterType::UAV
);
}
void HandleReflectedShaderSampler(
const FString& SamplerName,
int32 BindOffset,
int32 ReflectionSlot,
int32 BindCount,
FShaderCompilerOutput& CompilerOutput
)
{
CompilerOutput.ParameterMap.AddParameterAllocation(
*SamplerName,
BindOffset,
ReflectionSlot,
BindCount,
EShaderParameterType::Sampler
);
}
void AddNoteToDisplayShaderParameterStructureOnCppSide(
const FShaderParametersMetadata* ParametersStructure,
FShaderCompilerOutput& CompilerOutput)
{
FShaderCompilerError Error;
Error.StrippedErrorMessage = FString::Printf(
TEXT("Note: Definition of structure %s"),
ParametersStructure->GetStructTypeName());
Error.ErrorVirtualFilePath = ANSI_TO_TCHAR(ParametersStructure->GetFileName());
Error.ErrorLineString = FString::FromInt(ParametersStructure->GetFileLine());
CompilerOutput.Errors.Add(Error);
}
void AddUnboundShaderParameterError(
const FShaderCompilerInput& CompilerInput,
const FShaderParameterParser& ShaderParameterParser,
const FString& ParameterBindingName,
FShaderCompilerOutput& CompilerOutput)
{
check(CompilerInput.RootParametersStructure);
const FShaderParameterParser::FParsedShaderParameter& Member = ShaderParameterParser.FindParameterInfos(ParameterBindingName);
check(!Member.bIsBindable);
FShaderCompilerError Error(FString::Printf(
TEXT("Error: Shader parameter %s could not be bound to %s's shader parameter structure %s."),
*ParameterBindingName,
*CompilerInput.ShaderName,
CompilerInput.RootParametersStructure->GetStructTypeName()));
ShaderParameterParser.GetParameterFileAndLine(Member, Error.ErrorVirtualFilePath, Error.ErrorLineString);
CompilerOutput.Errors.Add(Error);
CompilerOutput.bSucceeded = false;
AddNoteToDisplayShaderParameterStructureOnCppSide(CompilerInput.RootParametersStructure, CompilerOutput);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
// The cross compiler doesn't yet support struct initializers needed to construct static structs for uniform buffers
// Replace all uniform buffer struct member references (View.WorldToClip) with a flattened name that removes the struct dependency (View_WorldToClip)
void RemoveUniformBuffersFromSource(const FShaderCompilerEnvironment& Environment, FString& PreprocessedShaderSource)
{
TRACE_CPUPROFILER_EVENT_SCOPE(RemoveUniformBuffersFromSource);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
TMap<FString, TArray<FUniformBufferMemberInfo>> UniformBufferNameToMembers;
UniformBufferNameToMembers.Reserve(Environment.UniformBufferMap.Num());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
// Build a mapping from uniform buffer name to its members
{
const TCHAR* UniformBufferStructIdentifier = TEXT("static const struct");
const int32 StructPrefixLen = FCString::Strlen(TEXT("static const "));
const int32 StructIdentifierLen = FCString::Strlen(UniformBufferStructIdentifier);
TCHAR* SearchPtr = FCString::Strstr(&PreprocessedShaderSource[0], UniformBufferStructIdentifier);
while (SearchPtr)
{
FString UniformBufferName;
const TCHAR* ConstStructEndPtr = ParseStructRecursive(SearchPtr + StructPrefixLen, UniformBufferName, 0, TEXT(""), TEXT(""), UniformBufferNameToMembers);
TCHAR* StructEndPtr = &PreprocessedShaderSource[ConstStructEndPtr - &PreprocessedShaderSource[0]];
// Comment out the uniform buffer struct and initializer
*SearchPtr = '/';
*(SearchPtr + 1) = '*';
*(StructEndPtr - 1) = '*';
*StructEndPtr = '/';
SearchPtr = FCString::Strstr(StructEndPtr, UniformBufferStructIdentifier);
}
}
// Replace all uniform buffer struct member references (View.WorldToClip) with a flattened name that removes the struct dependency (View_WorldToClip)
for (TMap<FString, TArray<FUniformBufferMemberInfo>>::TConstIterator It(UniformBufferNameToMembers); It; ++It)
{
const FString& UniformBufferName = It.Key();
FString UniformBufferAccessString = UniformBufferName + TEXT(".");
// Search for the uniform buffer name first, as an optimization (instead of searching the entire source for every member)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
TCHAR* SearchPtr = FindNextUniformBufferReference(&PreprocessedShaderSource[0], *UniformBufferName, UniformBufferName.Len());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
while (SearchPtr)
{
const TArray<FUniformBufferMemberInfo>& UniformBufferMembers = It.Value();
// Find the matching member we are replacing
for (int32 MemberIndex = 0; MemberIndex < UniformBufferMembers.Num(); MemberIndex++)
{
const FString& MemberNameAsStructMember = UniformBufferMembers[MemberIndex].NameAsStructMember;
if (MatchStructMemberName(MemberNameAsStructMember, SearchPtr, PreprocessedShaderSource))
{
const FString& MemberNameGlobal = UniformBufferMembers[MemberIndex].GlobalName;
int32 NumWhitespacesToAdd = 0;
for (int32 i = 0; i < MemberNameAsStructMember.Len(); i++)
{
if (i < MemberNameAsStructMember.Len() - 1)
{
if (FChar::IsWhitespace(SearchPtr[i]))
{
NumWhitespacesToAdd++;
}
}
SearchPtr[i] = MemberNameGlobal[i];
}
// The shader preprocessor inserts spaces after defines
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
// #define ReflectionStruct OpaqueBasePass.Shared.Reflection
// 'ReflectionStruct.SkyLightCubemapBrightness' becomes 'OpaqueBasePass.Shared.Reflection .SkyLightCubemapBrightness' after MCPP
// In order to convert this struct member reference into a globally unique variable we move the spaces to the end
// 'OpaqueBasePass.Shared.Reflection .SkyLightCubemapBrightness' -> 'OpaqueBasePass_Shared_Reflection_SkyLightCubemapBrightness '
for (int32 i = 0; i < NumWhitespacesToAdd; i++)
{
// If we passed MatchStructMemberName, it should not be possible to overwrite the null terminator
check(SearchPtr[MemberNameAsStructMember.Len() + i] != 0);
SearchPtr[MemberNameAsStructMember.Len() + i] = ' ';
}
break;
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4358666) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 4073167 by Krzysztof.Narkowicz Added subsurface profile for eye shading model. #jira none Change 4073422 by Krzysztof.Narkowicz Added dual specular for subsurface profile shading model. #jira none Change 4075278 by Krzysztof.Narkowicz Fixed forward reflection/refraction rendering issues, which caused ShaderModels.Material.Refraction to fail. #jira none Change 4084231 by Krzysztof.Narkowicz Dual specular - replace lobe spread with two separate roughness multipliers. Default material roughness is now replaced by an average lobe roughness in order to support non dual specular features. #jira none Change 4092798 by Matt.Collins Some HDR refactoring. Previously the DisplayOutput and ColorGamut were only set in GameUserSettings. I added a Sink that checks the HDR enable. If it's toggled we apply the correct DisplayOutput and ColorGamut for the current platform (this way we get good settings even if you toggle via the console). These settings are still exposed via the console and can be set independently if the user wants. Change 4096954 by Chris.Bunner Added ShaderModelID as scene texture option and renamed existing value to ShaderModelColor to better reflect the internal code. Change 4111285 by Brian.Karis Eye shading update. Added Iris normal (disabled). Removed wrap. Fixed contact shadows. Change 4155261 by Krzysztof.Narkowicz Planar reflection prefilter - use scene viewport size instead of reflection target size in order to keep filter size constant in screen space. This makes planar reflection filter more stable in case of dynamic resolution. #jira none Change 4167644 by Krzysztof.Narkowicz Global shader map is now stored in multiple DDC entries (one per shader filename) instead of keeping everything in a single one. This allows to skip recompilation of unchanged shader files. Change 4183727 by Yuriy.ODonnell Implemented auto-conversion from deferred to DBuffer decals in forward shading mode (when GBuffer is not available). Added support for specular and metallic channels for DBuffer decals, based on work by Chris Bunner. This requires DBufferC to be expanded from 2 to 4 channels, leading to slight increase in DBuffer bandwidth and memory requirements. Appearance of DBuffer decals is affected by this change, as specular and metallic channel values previously hard-coded in DBufferDecalShared.ush. Decals were forced to be non-metallic and have specular of 4% (0.5 numeric value). Now the authored decal material values will be used, which matches GBuffer decals. Added support for DBuffer decals with emissive component. Most decal types can now be automatically converted, with the exception of stain decals. Those are currently approximated as regular translucent decals. Change 4197684 by laz.matech Added a PostProcess Volume test to the map to test that Cinematic Depth of View can be achieved through PPVs as well. Changed the BP_DepthOfFeildPOV asset - I exposed Focus Method so that it can be disabled for the PPV test. Added a second Hair Model head to the InFocusHair test so that it tests in and out of focus hair models (changed the name of the test to FocusHair). #jira none Change 4225614 by Rolando.Caloca DR - Enable depth collision particles on Vulkan mobile Change 4235489 by Uriel.Doyon Removed r.DefaultFeature.PointLightUnits and r.DefaultFeature.SpotLightUnits and replaced them by a single r.DefaultFeature.LightUnits which also controls the units of newly placed rect lights. #jira UE-59525 Change 4260154 by Mark.Satterthwaite Parallelize the creation of Metal archives and libraries when they are broken up into smaller sub-libraries, this should reduce apparent cook time by going wide across threads on the host of the cooker. Change 4270594 by Brian.Karis Fix for textured rect light L pointing away from plane due to approximate diffuse integration. Change 4273361 by Daniel.Wright Particle Cutouts with 8 verts now always use stochastic approach. Circle textures with > 234 edges in the convex hull were overflowing the uint64 calculation of the total number of combinations, causing an infinite loop. Change 4309174 by Mark.Satterthwaite Graph device utilization from the driver monitor stats - really helps see how well the GPU is being used. Change 4310121 by Matt.Collins Optmizing RemoveUniformBuffersFromSource. Brings it from ~20% to ~1.5% in my testing. #jira none Change 4312960 by Daniel.Wright Fix from Stephen Hill for incorrect light grid culling near the near plane Change 4314169 by Richard.Wallis FShaderCache and associated public structures are now marked as deprecated. All FShaderCache code hooks removed from MetalRHI, OpenGLDrv and engine Launch/Shutdown logic. #jira none Change 4320760 by Arne.Schober DR - Remove SV_Coverage from basepass interpolants when running with Masked in early Depth with ForwardShading as otherwise earlyZ will be disabled (as the PS has to run). #jira UE-60992 Change 4334607 by Uriel.Doyon Added custom overrides to reset ULightComponent::Intensity to default (in FLightComponentDetails). Now settings a light Intesity to default resets the brightness to the archetype brightness. This handles correctly cases where the intensity units differs between the two objects. Also changed FLocalLightComponentDetails so that changing intensity units kepts the same brightness (by recomputing the Intensity). #jira UE-61401 Change 4336188 by Rolando.Caloca DR - Added -ReduceThreadUsage so programs can use less threads (for SCW ) Change 4337967 by Rolando.Caloca DR - Remove unused RHISupportsShaderCompression function #rb none [CL 4358751 by Rolando Caloca in Main branch]
2018-09-11 14:44:10 -04:00
SearchPtr = FindNextUniformBufferReference(SearchPtr + UniformBufferAccessString.Len(), *UniformBufferName, UniformBufferName.Len());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3810363 by Mark.Satterthwaite More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible. This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere. Change 3810407 by Marcus.Wassmer PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster) Change 3810676 by Guillaume.Abadie Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size. Change 3810696 by Guillaume.Abadie Adds support for #include "../MyFile.ush" in the shader compiler. Change 3810698 by Guillaume.Abadie Implements enum class based shader permutation dimension. Change 3810699 by Guillaume.Abadie Implements Diaphragm DOF ground work. Change 3811536 by Guillaume.Abadie Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF. Change 3811958 by Mark.Satterthwaite More fixes for mtlpp. Change 3811964 by Mark.Satterthwaite Only views onto a mtlpp::Buffer should return a valid parent-buffer. Change 3812604 by Guillaume.Abadie Changes Diaphragm DOF's source file layout. Change 3812827 by Mark.Satterthwaite More missing/broken functionality in mtlpp fixed and fixed obvious leaks. Change 3812920 by Guillaume.Abadie Adds support for per mip level UAV in FSceneRenderTarget. Change 3812926 by Mark.Satterthwaite Change the way we handle mtlpp resource construction to avoid leaks. Change 3812960 by Rolando.Caloca DR - vk - Disable DFGI Change 3812968 by Rolando.Caloca DR - Linker fix Change 3813318 by Mark.Satterthwaite Fix linear texture allocation from a buffer sub-view. Change 3813326 by Mark.Satterthwaite Fix another Metal mtlpp sub-buffer allocation failure. Change 3813328 by Guillaume.Abadie Removes global samplers in TAA for GL4, Vulkan and Switch. Change 3813937 by Rolando.Caloca DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on Change 3813947 by Rolando.Caloca DR - noshaderworker should override r.XGEShaderCompile Change 3817017 by Uriel.Doyon Fixed texture editor black screen #jira UE-53653 Change 3818568 by Rolando.Caloca DR - Fix log when shader jobs crash - Move log10 to common - Added COMPILER_VULKAN define Change 3818603 by Uriel.Doyon Fix to static analysis warning Change 3818623 by Rolando.Caloca DR - Workaround hlslcc loop unrolling bug Change 3819070 by Uriel.Doyon Fix to stat duplication. Change 3819105 by Uriel.Doyon Refactored volume sample shader to avoid using texture dimension. Change 3819136 by Rolando.Caloca DR - vk - Per platform files (empty) Change 3819180 by Rolando.Caloca DR - vk - Move defines out of config into per platform Change 3819247 by Rolando.Caloca DR - vk - Remove more defines into platform settings Change 3819318 by Rolando.Caloca DR - vk - Fixes for linking Change 3819868 by Rolando.Caloca DR - vk - Linux & Android fixes Change 3819873 by Guillaume.Abadie Adds support for PermutationId on r.DumpShaderDebugInfo=1 Change 3819940 by Rolando.Caloca DR - vk - Fix Linux issues Change 3819956 by Rolando.Caloca DR - vk - Invalid check Change 3819961 by Michael.Lentine Hide attributes when plugin is not present Change 3819980 by Rolando.Caloca DR - vk - Standard validation always Change 3820039 by Rolando.Caloca DR - vk - Fix invalid ensure Change 3820326 by Rolando.Caloca DR - vk - Linux compile fix Change 3820422 by Michael.Lentine Add back GBufferAO. Change 3820433 by Rolando.Caloca DR - Fix D3D12 crash on 20 thread (10x2 cores) machines Change 3821677 by Rolando.Caloca DR - vk - Win32 compile fix Change 3821961 by Rolando.Caloca DR - Vulkan uses real UB by default on non-Android Change 3821968 by Rolando.Caloca DR - vk - Update glslang 1.0.65.1 Change 3821969 by Uriel.Doyon Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME. Change 3821983 by Rolando.Caloca DR - vk - Change to static array (0.1ms on 10k draw calls) Change 3824141 by Rolando.Caloca DR - vk - Fix static analysis - Bumped up some (c) 2017->2018 Change 3824355 by Rolando.Caloca DR - vk - Accessor to find out if a cmd buffer has been submitted Change 3824420 by Rolando.Caloca DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs Change 3824463 by Rolando.Caloca DR - Removed dummy ensure for D3D12 Change 3824609 by Rolando.Caloca DR - vk - Linux compile fix Change 3826074 by Mark.Satterthwaite Start IMP-caching the various descriptor types in mtlpp. Change 3826098 by Rolando.Caloca DR - vk - Dump layer compile fixes Change 3826113 by Rolando.Caloca DR - vk - Missing dump functions Change 3826302 by Rolando.Caloca DR - vk - Compile fix - Change dump handles to %p Change 3826635 by Mark.Satterthwaite Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler. Change 3827072 by Mark.Satterthwaite Switch some more mtlpp descriptors over to IMPTables from objc_msgSend. Change 3827909 by Guillaume.Abadie Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass. Change 3827952 by Guillaume.Abadie Updates copy right to year 2018 on diaphragm DOF's new files. Change 3828055 by Rolando.Caloca DR - vk - Rename in prep for changes Change 3828229 by Guillaume.Abadie Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map. Change 3828427 by Guillaume.Abadie Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation. Change 3829979 by Guillaume.Abadie Fixes a color NaN source in diaphragm DOF's TAA pass. Change 3830116 by Rolando.Caloca DR - vk - Fix GPU queries/frame time on old system - New system in place, disabled temporarily Change 3830169 by Rolando.Caloca DR - vk - Fix async pso creation crash Change 3830193 by Rolando.Caloca DR - vk - CPU RHI thread improvement Change 3830291 by Guillaume.Abadie Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller. Change 3830300 by Rolando.Caloca DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h Change 3830589 by Mark.Satterthwaite In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change. Change 3830793 by Mark.Satterthwaite Fix a small number of bugs introduced with the mtlpp descriptor and table caching. Change 3831491 by Jian.Ru Fix driver version unknown #jira UE-53688 Change 3832335 by Rolando.Caloca DR - vk - Change include Change 3832550 by Rolando.Caloca DR - vk - Occlusion query rewrite WIP Change 3832589 by Rolando.Caloca DR - vk - Minor refactor to pools in prep for timestamps Change 3832618 by Rolando.Caloca DR - vk - Do not block timestamp queries Change 3832636 by Rolando.Caloca DR - vk - Fix old timestamp queries Change 3833138 by Rolando.Caloca DR - vk - Fix timestamp queries Change 3833249 by Rolando.Caloca DR - vk - Test lock Change 3833667 by Rolando.Caloca DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled) Change 3833907 by Daniel.Wright Fixed NextStartOffset UAV index out of bounds Change 3833918 by Daniel.Wright D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled. Change 3834852 by Rolando.Caloca DR - vk - Missing file Change 3834858 by Guillaume.Abadie Implements r.DOF.MinimalFullresBlurringRadius Change 3834979 by Rolando.Caloca DR - vk - Fix Change 3836117 by Rolando.Caloca DR - vk - Update to 1.0.65.1 Change 3836122 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer - Added new error codes/messages Change 3836421 by Mark.Satterthwaite For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C. Change 3836896 by Uriel.Doyon Fixed concurrency and exit issues around d3d12 pipeline states on windows. Change 3837385 by Rolando.Caloca DR - vk - Dump memory on OOM Change 3837427 by Rolando.Caloca DR - vk - Change some arrays to array views Change 3837800 by Guillaume.Abadie Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0. Change 3838128 by Rolando.Caloca DR - vk - Support for non-cached memory types Change 3838540 by Guillaume.Abadie Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability. Change 3838731 by Rolando.Caloca DR - vk - Descriptor pools per command buffer pool (turned off) Change 3838961 by Rolando.Caloca DR - vk - Use ring buffer for per frame uniform buffers - Enable descriptor pools per layout recycled per command buffer Change 3839087 by Rolando.Caloca DR - vk - Compile fixes for Android Change 3839106 by Marcus.Wassmer PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema) Change 3839252 by Mark.Satterthwaite Fix mtlpp::Resource move operators. Change 3839426 by Marcus.Wassmer Duplicate 380972 Make PC GPU Benchmarks more reliable Change 3840041 by Guillaume.Abadie Fixes shader compilation failure in TAA with alpha channel through post processing support. Change 3840257 by Chris.Bunner Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket. Change 3840308 by Rolando.Caloca DR - vk - Support for UB & non-UB on emulation mode Change 3840586 by Rolando.Caloca DR - Copy 3840577 Fix for CPUs with more than 16 cores Change 3840671 by Rolando.Caloca DR - vk - Copy from 3840663 Fix for layout ensure on HMD projects on Vulkan Change 3840980 by Rolando.Caloca DR - vk - Android compile fixes Change 3841989 by Guillaume.Abadie Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time. Change 3842216 by Guillaume.Abadie Fixes DDOF's foreground alpha channel. Change 3842217 by Guillaume.Abadie Implements r.DOF.MaximalForegroundBlurringRadius Change 3842353 by Guillaume.Abadie Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0 Change 3842747 by Rolando.Caloca DR - vk - Missing use of GPoolSizeVRAMPercentage - Support for smaller allocations if page size is not available Change 3842791 by Rolando.Caloca DR - vk - Use 95% of available GPU memory to handle some fragmentation Change 3843690 by Guillaume.Abadie Fixes diaphragm DOF's foreground after all this refactoring. Change 3844439 by Guillaume.Abadie Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation. Change 3844946 by Mark.Satterthwaite rd_route v1.1.1 with attached TPS approval. For macOS function interposition which is useful for debugging and the occasional workaround. Change 3845164 by Mark.Satterthwaite Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate. We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem. Change 3845849 by Marcus.Wassmer Fix clang and some normal refactor errors Change 3846026 by Rolando.Caloca DR - vk - Descriptor set allocation scheme rewrite - Type hash for each pool - Desc sets Pool on device Change 3846169 by Rolando.Caloca DR - vk - Remove old code for non-layout descriptor set pools Change 3846205 by Mark.Satterthwaite Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha. Change 3846346 by Arne.Schober DR - Missing Vector instructions Change 3847037 by Arne.Schober DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer. Fixed MorphTarget Skincache Offset mixxup Change 3847275 by Marcus.Wassmer Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering) Change 3847464 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3847707 by Michael.Lentine Only use MorphTargetOffset when the shader enables morph targets. Change 3848533 by Richard.Wallis Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader. #jira UE-51716 Change 3848625 by Richard.Wallis Compile Fix Change 3848725 by Rolando.Caloca DR - Remove use of Build/SetLocalGraphicsPipelineState Change 3848797 by Rolando.Caloca DR - Deprecate Build/SetLocalGraphicsPipelineState Change 3849237 by Arne.Schober DR - AddCustom Ver for ModelVertex Serialization Change 3851247 by Rolando.Caloca DR - vk - Util functions Change 3851523 by Arne.Schober DR - Update Reflection Comparission shot from the BuildFarm. Change 3851859 by Rolando.Caloca DR - vk - Skip loader Change 3851889 by Krzysztof.Narkowicz Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case. #jira UE-51512 Change 3852181 by Rolando.Caloca DR - vk - Linux compile fix Change 3852547 by Uriel.Doyon Fixed Pre-Exposure shader compilation and Temporal AA issue. #jira UE-54276 Change 3852637 by Arne.Schober DR - Fixing Normal Automated Test Result Change 3853167 by Richard.Wallis AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption. #jira UE-35637 Change 3853447 by Chris.Bunner Fixing typos. Change 3853645 by Krzysztof.Narkowicz Fixed light functions on subsurface materials Removed strange code from blending between static and dynamic shadows #jira UE-50275 Change 3853660 by Rolando.Caloca DR - Fix OpenGL overwriting texture samplers on forward renderer Change 3853945 by Mark.Satterthwaite Duplicate #3831616 Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error. #jira UE-53720 Change 3853966 by Mark.Satterthwaite Duplicate #3835852 Fix tessellation shaders in Metal with Manual Vertex Fetch enabled: - The control points idnex buffer shouldn't collide with anything else. - We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures. #jira UE-53851 Change 3854250 by Uriel.Doyon Fix fbx automation tests Change 3854736 by Uriel.Doyon Added a tooltip to the EV100 slider in the exposure menu. Using game settings now disables the slider. #jira UE-53945 Change 3855047 by Jian.Ru Fix DFAO getting NANs when samples out of ViewRect #jira UE-54403 Change 3858197 by Krzysztof.Narkowicz View frustum shadow caster culling for pointlights/spotlights #jira UE-54381 Change 3860081 by Krzysztof.Narkowicz Tighter bounding sphere for a spotlight Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds #jira UE-54258 Change 3860324 by Mark.Satterthwaite Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings. Change 3860945 by Arne.Schober DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer. #jira UE-54587 Change 3861129 by Jian.Ru Prevent distance culled objects from casting distance field direct shadows #jira UE-54533 Change 3861502 by Jian.Ru Exclude distance culled objects from DFAO calculation #jira UE-54533 Change 3862243 by Krzysztof.Narkowicz Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box Change 3863476 by Krzysztof.Narkowicz Added BuildReflections option to ResavePackages commandlet #jira UE-54581 Change 3863717 by Rolando.Caloca DR - vk - Missed using pipeline cache on compute PSOs Change 3865332 by Arne.Schober DR - Fix UE-52356 Bone Weight Change 3866220 by Rolando.Caloca DR - vk - Fixed GetNativeResource missing on textures - Added support for -preferNvidia|AMD|Intel - Added VulkanRHIBridge.h - Minor fixes Change 3866222 by Rolando.Caloca DR - vk - Missed file Change 3866951 by Krzysztof.Narkowicz Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel. #jira UE-53640 Change 3867231 by Guillaume.Abadie Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry. Change 3867233 by Guillaume.Abadie Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2 Change 3867594 by Daniel.Wright Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors Change 3870048 by Daniel.Wright Cleaned up formatting in TranslucentRendering from merges Change 3870106 by Krzysztof.Narkowicz Fixed some FArchive Tell()/Seek() 64bit->32bit truncations Change 3870211 by Rolando.Caloca DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line Change 3870225 by Rolando.Caloca DR - vk - Some platforms do not use a standard swapchain Change 3870267 by Arne.Schober DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources) Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary Change 3870647 by Daniel.Wright Moved FogRendering.h to Renderer Change 3872130 by Krzysztof.Narkowicz Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI Merging GitHub Pull request #4459 "When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials." #jira UE-54616 Change 3872145 by Rolando.Caloca DR - vk - Optional SupportsMarkersWithoutExtension Change 3872404 by Uriel.Doyon Added some guards when streaming virtual textures. Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice. Fixed bad mipmap generation with UCanvasRenderTarget2D. Change 3872507 by Arne.Schober Back out changelist 3870267 Change 3874176 by Ben.Marsh IncludeTool: Add an flag to prevent scanning source files for exported symbols. Change 3874935 by Krzysztof.Narkowicz Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized. #jira UE-54656 Change 3875710 by Daniel.Wright Renamed uniform buffer member macros to be much shorter for readability Change 3876665 by Guillaume.Abadie Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones. Change 3876666 by Guillaume.Abadie Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity. Change 3876677 by Guillaume.Abadie Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass. Change 3876680 by Guillaume.Abadie Cherry-pick 3872357: Oups... fixes build... Change 3876683 by Guillaume.Abadie Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass. Change 3876687 by Guillaume.Abadie Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering. Change 3876690 by Guillaume.Abadie Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance. Change 3876694 by Guillaume.Abadie Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation. Change 3876695 by Guillaume.Abadie Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event. Change 3876783 by Rolando.Caloca DR - Static analysis fix Change 3876845 by Guillaume.Abadie Implements USceneCaptureComponent::ProfilingEventName Change 3877197 by Rolando.Caloca DR - vk - OQ fixes (disabled) Change 3877428 by Krzysztof.Narkowicz Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426): -The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls -Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature. -Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables) -The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library. -Letterboxing is now removed during multi-part capture, d'oh. -Tiled shots are taken at full resolution even if ScreenPercentage < 100 -SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts -Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots. #jira UE-54244 #4426 Change 3879086 by Krzysztof.Narkowicz Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world Change 3879090 by Guillaume.Abadie Fixes tones of regressions on diaphragm DOF's recombine passes. Change 3879198 by Rolando.Caloca DR - vk - Support for real uniform buffers on Android platforms Change 3879993 by Krzysztof.Narkowicz -Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData -Fixed FSerializationHistory bug, when trying to serialize 0 bytes #jira UE-43203 Change 3881462 by Guillaume.Abadie Implements full res DOF's setup pass for cheaper full res gathering in recombine pass. Change 3881524 by Krzysztof.Narkowicz Fixed compilation by removing FTickableEditorObject from FPreviewScene Change 3881724 by Chris.Bunner Static analysis fix. #jira UE-54762 Change 3881861 by Rolando.Caloca DR - vk - Fix layout warning when generating mip chain Change 3881864 by Rolando.Caloca DR - Use render passes on HZB Change 3882236 by Yuriy.ODonnell IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting. #jira UE-42534 #github 3326 Change 3882325 by Guillaume.Abadie Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability. Change 3882340 by Rolando.Caloca DR - vk - Fix api dump Change 3882430 by Rolando.Caloca DR - vk - KHR_maintenance2 Change 3882563 by Rolando.Caloca DR - Add depth-stencil access mode to PSO initializer Change 3882929 by Rolando.Caloca DR - vk - Proper fix for maintenance extension macros Change 3883087 by Mark.Satterthwaite Allow disabling VSync in windowed mode for macOS 10.13.4+ and above. Change 3883597 by Guillaume.Abadie Collapses full and half res DOF setup passes together. Change 3883702 by Guillaume.Abadie Fixes mac's build. Change 3884747 by Uriel.Doyon Fix for static analysis warning Change 3884975 by Rolando.Caloca DR - vk - Move some platform defines to platform properties Change 3884988 by Rolando.Caloca DR - vk - Make an override per platform Change 3885832 by Rolando.Caloca DR - vk - Cosmetic change to group similar members Change 3885891 by Rolando.Caloca DR - vk - Some _RenderThread functions to avoid stalls Change 3886044 by Rolando.Caloca DR - Added RHI api _RenderThread version of RHICreateTextureReference RHICreateShaderLibrary RHICreateRenderQuery Change 3886560 by Guillaume.Abadie Fixes strong aliasing on TAAU's fast shader permutation. This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation. Change 3886749 by Guillaume.Abadie Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation. Only used in hybrid scattering for now. Change 3886750 by Guillaume.Abadie Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh. Change 3886752 by Rolando.Caloca DR - Fix metal static analysis Change 3887460 by Uriel.Doyon Fixed to more static analysis warning. Change 3888201 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass - Fixed bad layout on rendering back buffer Change 3888209 by Rolando.Caloca DR - vk - Unity compile fix Change 3888254 by Rolando.Caloca DR - vk - Fix async texture layout Change 3888893 by Guillaume.Abadie Simulates bokeh in DOF's slight out of focus. Change 3889085 by Guillaume.Abadie Fixes DOF's reduce pass sampling outside viewport. Change 3889924 by Rolando.Caloca DR - vk - Skip seemingly bad validation error Change 3890573 by Daniel.Wright Only initialize FDiaphragmDOFGlobalResource in Feature Level 5 Change 3890590 by Arne.Schober DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead. #jira UE-55063 Change 3890638 by Arne.Schober DR - Better fix for Paper2d which honors batching #jira UE-55063 Change 3891099 by Krzysztof.Narkowicz 1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request #jira UE-54985 #4485 Change 3891234 by Krzysztof.Narkowicz Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request #jira UE-55121 Change 3891407 by Rolando.Caloca DR - vk - Set vendor id earlier Change 3891417 by Rolando.Caloca DR - vk - Missing layout transitions Change 3891718 by Arne.Schober DR - Do not recreate one Frame Resource for dynamic draws #jira UE-55063 Change 3891925 by Yuriy.ODonnell Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64. NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime. The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules. The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput. Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668). #jira UE-53065 Change 3891987 by Rolando.Caloca DR - vk - Support for dedicated allocations Change 3892339 by Jian.Ru Fix a crash when tessellation shaders are used in dx12 #jira UE-55127 Change 3892528 by Rolando.Caloca DR - vk - Update Linux headers Change 3892867 by Rolando.Caloca DR - vk - Don't create swapchain if not needed Change 3893416 by Guillaume.Abadie Implements bokeh simmulation on foreground and background gather. Change 3893732 by Chris.Bunner GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset. #jira UE-53404 Change 3893868 by Guillaume.Abadie Allocates diaphragm DOF's buffers and structered buffer only on supported platforms. Change 3893917 by Chris.Bunner Potential fix for CIS. Change 3893933 by Chris.Bunner Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now. Change 3894218 by Rolando.Caloca DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator Change 3894579 by Arne.Schober RT - Fix assert not in RenderingThread from Triangle Renderer. #jira UE-55247 Change 3894724 by Rolando.Caloca DR - vk - New API for batching barriers Change 3894909 by Arne.Schober DR - Fix crash in Speedtree wind where Renderdata is unavailable #jira UE-54544 Change 3895414 by Rolando.Caloca DR - Add a configurable threshold for SCWs time outs Change 3896429 by Marcus.Wassmer Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU. Change 3896495 by Marcus.Wassmer Set pointer properly Fix CIS Change 3897253 by Guillaume.Abadie Fixes CIS warning in diaphragm DOF Change 3899179 by Guillaume.Abadie Implements background hybrid scatter occlusion for diaphragm DOF. Change 3903654 by Rolando.Caloca DR - vk - Rework dump layer to allow other layers Change 3903766 by Rolando.Caloca DR - vk - More wrappers Change 3904025 by Rolando.Caloca DR - vk - More wrappers Change 3904342 by Rolando.Caloca DR - vk - Track image resources & callstacks Change 3904346 by Rolando.Caloca DR - vk - Copy fix from 4.19 for flickering grass Change 3904510 by Rolando.Caloca DR - vk - Compile fix Change 3904914 by Daniel.Wright [Integrate] Fixed PS4 transitions with forward shading Change 3904916 by Daniel.Wright [Integrate] Fixed PS4 transitions with occlusion queries Change 3905975 by Rolando.Caloca DR - vk - Missing wrappers Change 3905977 by Rolando.Caloca DR - vk - Missed file Change 3907829 by Rolando.Caloca DR - Move depth bounds to the PSO Change 3907832 by Rolando.Caloca DR - vk - Prep for delaying transitions Change 3907834 by Rolando.Caloca DR - vk - Fix for depth stencil issues/validation errors Change 3907967 by Rolando.Caloca DR - vk - Linux compile Change 3908093 by Rolando.Caloca DR - vk - Fix depthstencil layout on descriptors Change 3908393 by Rolando.Caloca DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series Change 3908401 by Rolando.Caloca DR - Do transitions outside render pass Change 3908422 by Rolando.Caloca DR - vk - Fix transition state not getting stored Change 3908735 by Guillaume.Abadie Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV. #jira UE-55317 Change 3908736 by Guillaume.Abadie Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU. #jira UE-55019 Change 3908753 by Guillaume.Abadie Lets the renderer layout the views in the internal render targets like it prefers. Change 3909119 by Daniel.Wright Fix some static analysis warnings Change 3911943 by Rolando.Caloca DR - vk - Fix for packaging Vulkan projects Change 3912145 by Rolando.Caloca DR - vk - Fix layout on streaming textures Change 3913029 by Rolando.Caloca DR - Fix missing transition Change 3913048 by Rolando.Caloca DR - Fix for hlslcc Change 3913054 by Rolando.Caloca DR - vk - Fix number of layers on barrier Change 3913171 by Rolando.Caloca DR - vk - Fix for decal missing transition Change 3913211 by Rolando.Caloca DR - vk - Add debug name to image tracking Change 3913449 by Rolando.Caloca DR - vk - Restore transition Change 3913466 by Rolando.Caloca DR - Fix Vulkan EngineTest Change 3913537 by Rolando.Caloca DR - vk - Fixes independent samplers & textures (contributed by AMD) Change 3913548 by Rolando.Caloca DR - vk - Warning fix Change 3913691 by Rolando.Caloca DR - vk - Fixes for parallel (wip) Change 3914656 by Rolando.Caloca DR - vk - Fix bug when using separate samplerstates and textures Change 3914730 by Rolando.Caloca DR - vk - Bump version Change 3914764 by Rolando.Caloca DR - vk - Don't crash on exit Change 3915532 by Rolando.Caloca DR - vk - Parallel context fixes Change 3915589 by Rolando.Caloca DR - vk - Hoist and rename transition and layout manager class out of the context Change 3915592 by Rolando.Caloca DR - Fix gpu marker name Change 3917607 by Rolando.Caloca DR - vk - Fix depth bounds on Vulkan Change 3917609 by Rolando.Caloca DR - vk - Fix static analysis Change 3917616 by Rolando.Caloca DR - Fix D3D11 initialization Change 3920569 by Rolando.Caloca DR - vk - Prep for layout mgr refactor Change 3921023 by Rolando.Caloca DR - vk - Dump layer fixes Change 3921623 by Rolando.Caloca DR - vk - Prep refactor for layouts - Dump now shows marker tree Change 3922007 by Rolando.Caloca DR - vk - Fix extra allocation per draw call Change 3922442 by Rolando.Caloca DR - vk - Detect potential issues Change 3922470 by Rolando.Caloca DR - vk - Minor optimization Change 3922482 by Rolando.Caloca DR - vk - More minor optimizations Change 3923158 by Rolando.Caloca DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan Change 3923486 by Rolando.Caloca DR - vk - Minor cpu optimizations Change 3923505 by Rolando.Caloca DR - vk - Use bigger allocations for uniform buffers Change 3923516 by Rolando.Caloca DR - vk - Android compile fix Change 3923557 by Rolando.Caloca DR - vk - Cache descriptorset layouts, refactor duplicated code Change 3923851 by Rolando.Caloca DR - vk - Linux compile fix Change 3924153 by Rolando.Caloca DR - vk - Support for dynamic UBs Change 3924193 by Rolando.Caloca DR - vk - Remove old per pso descriptor pools Change 3924197 by Rolando.Caloca DR - vk - Remove unused global uniform buffer pool Change 3924220 by Rolando.Caloca DR - vk - Wrap some unused classes in their define Change 3924234 by Rolando.Caloca DR - vk - Show ring buffer wrapping messages Change 3924243 by Rolando.Caloca DR - vk - Fix bad dynamic buffer Change 3924902 by Rolando.Caloca DR - vk - Fix crash running infiltrator Change 3925209 by Rolando.Caloca DR - vk - Fix bug with dynamic buffers - Remove old defines Change 3925300 by Rolando.Caloca DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs) Change 3925627 by Rolando.Caloca DR - vk - Move DynamicOffsets into the pipeline state Change 3925834 by Rolando.Caloca DR - vk - Cache per stage information Change 3925835 by Daniel.Wright Fixed DisplayName for UParticleModuleCollisionGPU Change 3925897 by Rolando.Caloca DR - vk - Split update descriptors loop Change 3926488 by Rolando.Caloca DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile Change 3928168 by Guillaume.Abadie Cherry-pick 3917219: Implements r.DOF.RecombineQuality Change 3928173 by Guillaume.Abadie Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled. Change 3928216 by Rolando.Caloca DR - vk - Fix Android - Fix static analysis Change 3929119 by Rolando.Caloca DR - vk - Rename some classes for clarity - Fix read-only cvar Change 3929151 by Rolando.Caloca DR - vk - Rename class Change 3930046 by Rolando.Caloca DR - Temp fix Vulkan flickering grass Change 3930148 by Rolando.Caloca DR - vk - Only update dirty descriptors - Use dynamic descriptors for packed global uniform buffers Change 3930998 by Guillaume.Abadie Packs shader permutation in different XGE submissions. Change 3931079 by Rolando.Caloca DR - vk - Fixes for Android and non-real ubs platforms Change 3931942 by Krzysztof.Narkowicz Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones #jira none Change 3932819 by Daniel.Wright [Integrate] Scene Textures uniform buffer * Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw. * FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters. * FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created. * Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them * Separate Mobile Scene Textures uniform buffer to silo the platform complexities Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision. * Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp. Moved forward shading data into the Base Pass Uniform Buffer Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw Fixed padding in nested uniform buffer structs Skip SRV members on Feature Level SM4 and below Change 3932964 by Rolando.Caloca DR - vk - Renderdoc on Android Change 3933095 by Daniel.Wright Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer. * Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it. * Opaque materials can no longer use EyeAdaptation. Change 3933096 by Daniel.Wright Better d3d11 assert message when a uniform buffer was not set by the renderer Change 3933176 by Rolando.Caloca DR - vk - Prefer mailbox if available Change 3933271 by Ryan.Vance #jira UE-55936 Fixed missing referenced uniform bindings on AR pass-through camera shaders. Change 3934000 by Guillaume.Abadie Fixes Win32 build in ShaderCompilerXGE.cpp Change 3934299 by Guillaume.Abadie Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground. Change 3934699 by Daniel.Wright Added bAffectDistanceFieldLighting to landscape Change 3935190 by Daniel.Wright Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing Change 3935606 by Daniel.Wright Removed LightmapPolicy::Set which was needed for vertex lightmaps Renamed FVertexFactory::Set to SetStreams to make it findable Change 3936510 by Rolando.Caloca DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders Change 3936545 by Richard.Wallis Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/ Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture. Change 3938061 by Daniel.Wright Vulkan: Added support for SRV's in Uniform Buffers Change 3938123 by Daniel.Wright Vulkan: Slightly better assert for null resources in uniform buffer Change 3939197 by Rolando.Caloca DR - vk - Disable custom memory mgmt Change 3939677 by Rolando.Caloca DR - vk - Fix static analysis warning Change 3939809 by Rolando.Caloca DR - vk - Fixes for async compute Change 3939875 by Rolando.Caloca DR - vk - Support for -vktrace Change 3939977 by Rolando.Caloca DR - vk - Skip a condition during gather UBs - Set up efficient compute async var - Fix validation cmd line Change 3939982 by Rolando.Caloca DR - vk - Revert mipchain Change 3939984 by Rolando.Caloca DR - vk - Remove unnecessary asserts Change 3940082 by Rolando.Caloca DR - vk - Custom mem mgr Change 3940475 by Rolando.Caloca DR - vk - Fix DFAO (indirect draw offset) Change 3940555 by Rolando.Caloca DR - vk - Minor fixes Change 3940675 by Rolando.Caloca DR - vk - Fix indirect type mismatch Change 3941111 by Rolando.Caloca DR - Renderpass bGeneratingMips Change 3941847 by Daniel.Wright Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before Change 3941978 by Rolando.Caloca DR - vk - Minor fixes for presenting on compute queue Change 3942074 by Rolando.Caloca DR - vk - Remove some RHI stalls - Fixed swap chain stat Change 3943946 by Daniel.Wright Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles. Change 3944065 by Daniel.Wright Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering Change 3944158 by Daniel.Wright Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen Change 3944865 by Rolando.Caloca DR - vk - Prep for render passes Change 3945196 by Rolando.Caloca DR - Move render pass validate to cpp Change 3945202 by Rolando.Caloca DR - vk - Some fixes for using real render passes Change 3945357 by Rolando.Caloca DR - Fix bad condition Change 3946295 by Yuriy.ODonnell Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction(). This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593 Change 3946407 by Rolando.Caloca DR - vk - Prep for refactor Change 3946648 by Rolando.Caloca DR - vk - Fixes for async compute (wip) Change 3947299 by Rolando.Caloca DR - vk - FIx static analysis Change 3948434 by Rolando.Caloca DR - vk - Fix exiting with parallel Change 3948928 by Rolando.Caloca DR - vk - Fix enabling draw markers for tools Change 3949021 by Rolando.Caloca DR - vk - Buffer tracking layer Change 3949602 by Rolando.Caloca DR - vk - static analysis fix Change 3949757 by Rolando.Caloca DR - vk - Remove bogus parameter Change 3949810 by Rolando.Caloca DR - vk - Move waits for cmd buffer Change 3950270 by Guillaume.Abadie Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground. Change 3950272 by Rolando.Caloca DR - vk - Minor refactor for semaphores Change 3950279 by Guillaume.Abadie Oups... fixes build Change 3950298 by Rolando.Caloca DR - vk - Gather wait semaphores in the cmd buffers Change 3950371 by Rolando.Caloca DR - vk - fixes for async compute Change 3950597 by Rolando.Caloca DR - vk - Fix for clip distance (fixes planar reflections) Change 3951075 by Rolando.Caloca DR - vk - Fix for async compute Change 3952524 by Guillaume.Abadie Some DOF enum refactoring. Change 3955016 by Daniel.Wright Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package Change 3955668 by Guillaume.Abadie Fixes a bug where full res coc buffer was computed even if not doing slight out of focus. Change 3956722 by Guillaume.Abadie Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent. Change 3959212 by Guillaume.Abadie Prefixes all DOF's shaders files with DOF keyword. Change 3959705 by Guillaume.Abadie Optimises the DOF setup pass outputing half res and full res with LDS downsample. Change 3959941 by Guillaume.Abadie Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes. Change 3962273 by Rolando.Caloca DR - Fix typos #jira UE-56317 PR #4586 Change 3962615 by Rolando.Caloca DR - vk - Compile fix Change 3962949 by Rolando.Caloca DR - Fix DOFDownsample extension Change 3962993 by Guillaume.Abadie Back out changelist 3962949 Change 3963016 by Guillaume.Abadie Adds missing DOFDownsample.usf Change 3963041 by Rolando.Caloca DR - vk - Misc changes to help integrate Change 3964293 by Guillaume.Abadie Fixes DOF's setup pass reading outside of the viewport. Change 3964475 by Guillaume.Abadie Collapses DOF's hybrid scatter compilation passes into reduce passes. Change 3964883 by Daniel.Wright Fixed 3d texture in uniform buffer on unsupporting RHI Change 3964897 by Rolando.Caloca DR - Compile fixes Change 3964914 by Guillaume.Abadie Fixes a bug on r.DOF.RecombineQuality=0 Change 3965153 by Guillaume.Abadie Fixes compile warning in D3D12Commands.cpp. Change 3965814 by Rolando.Caloca DR - Prep for integration conflict resolve Change 3965899 by Rolando.Caloca DR - Fix odd linkage issue Change 3966072 by Rolando.Caloca DR - More prep for merge Change 3966163 by Rolando.Caloca DR - Merge prep Change 3966844 by Guillaume.Abadie Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can. Change 3967116 by Rolando.Caloca DR - Compile fixes for integration Change 3967273 by Rolando.Caloca DR - Use same path for mip generation Change 3967277 by Rolando.Caloca DR - vk - Fix mips on cubemaps Change 3967693 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders Change 3967851 by Rolando.Caloca DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2 Change 3968083 by Rolando.Caloca DR - Integration compile fixes Change 3968240 by Rolando.Caloca DR - Shader compile fixes for integration Change 3968270 by Rolando.Caloca DR - Fix for missing hash calculation Change 3969426 by Rolando.Caloca DR - vk - Fix warning Change 3969869 by Krzysztof.Narkowicz Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel. #jira none Change 3969944 by Rolando.Caloca DR - Warning fix Change 3970020 by Rolando.Caloca DR - Bump after integration Change 3970052 by Rolando.Caloca DR - Fix for mobile Change 3970236 by Daniel.Wright Causing decal shader to recompile to fix a merge bug Change 3970270 by Daniel.Wright Bump shader version from merge Change 3970339 by Olaf.Piesche Replace series of locks/unlocks with a single one for curve injection #tests QAGame Change 3970390 by Rolando.Caloca DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters - Remove duplicate method for occlusion queries Change 3970523 by Rolando.Caloca DR - Fix serialization of shaders Change 3970533 by Arne.Schober DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between. #jira UE-56322 Change 3971160 by Guillaume.Abadie Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU. Change 3971516 by Guillaume.Abadie Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera. #jira UE-55353 Change 3971594 by Krzysztof.Narkowicz Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel. #jira UE-56321 Change 3971622 by Krzysztof.Narkowicz Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that. #jira UE-56171 Change 3974788 by Rolando.Caloca DR - Remove GSupportsGenerateMips Change 3974789 by Rolando.Caloca DR - Remove bogus function Change 3974986 by Rolando.Caloca DR - vk - Tracking fixes Change 3974989 by Rolando.Caloca DR - vk - Don't submit dummy barriers Change 3975075 by Olaf.Piesche Update for particle curve injection improvement, fixing ES2 problems #tests QAGame tm-shadermodels, various color curve tests in-editor Change 3975957 by Uriel.Doyon Fixed invalid max texture resolution when using the bake material tools. Change 3978471 by Daniel.Wright New cvar r.SkylightUpdateEveryFrame Change 3978779 by Rolando.Caloca DR - Accessor for texture sizes Change 3978797 by Rolando.Caloca DR - Clean up RHI CopyTexture API Change 3978832 by Rolando.Caloca DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset Change 3978836 by Rolando.Caloca DR - vk - Remove generate mips Change 3979201 by Rolando.Caloca DR - vk - RHI CopyTexture. Uses general layout for generating mips Change 3979204 by Rolando.Caloca DR - Use render passes and CopyTexture to generate mips Change 3979592 by Rolando.Caloca DR - Warning fix Change 3980855 by Krzysztof.Narkowicz Optimize bounding sphere radius after non-uniform scale by using bounding box extent. #jira UE-56227 Change 3981065 by Rolando.Caloca DR - vk - Fix bad layout #jira UE-56238 Change 3981346 by Rolando.Caloca DR - Copy from 3707257 Support for not flushing compute jobs (r.D3D11.UAVFlushNV) Change 3981347 by Rolando.Caloca DR - Copy from 3707257 Don't flush between morph dispatched Change 3981932 by Mark.Satterthwaite Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on. Change 3982442 by Rolando.Caloca DR - Fix warning Change 3982652 by Rolando.Caloca DR - vk - Signal semaphore cleanup Change 3983917 by Richard.Wallis Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt: Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations. Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions. Change 3984409 by Guillaume.Abadie Attempts to make static analysis happy again. Change 3984435 by Nick.Bullard Checking in Performance Test level provided to us by Tor Frick based on UE-44841. This has been utilized for checking issues against Aftermath performance impact. The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode Change 3985087 by Mark.Satterthwaite Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo. Change 3985201 by Rolando.Caloca DR - Fix bad CopyTexture Change 3985258 by Mark.Satterthwaite Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990. #jira UE-55756 Change 3986449 by Rolando.Caloca DR - vk - Update & consolidate Vulkan headers to 1.1.70.1 Consolidate SDK into one Change 3986571 by Guillaume.Abadie Makes PVS-Studio happy again in DOF. Change 3987039 by Yuriy.ODonnell Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms. Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory. Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing). `r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical. `TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup. Change 3987074 by Yuriy.ODonnell Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts. Change 3987160 by Yuriy.ODonnell Added thread naming and ordering to the tracing profiler output Change 3987331 by Mark.Satterthwaite Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees. #jira UE-46604 Change 3987754 by Mark.Satterthwaite Fix MetalRHI memory reporting in non-default path. PR #4568 Change 3988184 by Arciel.Rekman Linux: Fix editor OpenGL performance (UE-55960). - GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor. - We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits. - This change adds dynamically-managed per-thread cache for non-monolithic builds. #jira UE-55960 Change 3988394 by Rolando.Caloca DR - vk - Improve memory mgmt - Use 256MB pages for Device heap (or 1/8th if less). - Remove texture allocations not going through resource manager Change 3988405 by Marcin.Undak Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman Change 3988567 by Rolando.Caloca DR - vk - Support for packed global UBs on pci aperture heap Change 3988668 by Rolando.Caloca DR - vk - Remove old comments Change 3988956 by Marcin.Undak RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman Change 3989161 by Yuriy.ODonnell Static analysis error fix Change 3989196 by Guillaume.Abadie Fixes a crash in light shaft's TAA pass. #jira UE-57366 Change 3989207 by Yuriy.ODonnell Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact. Change 3989469 by Rolando.Caloca DR - vk - Fix for bad index; fix for bad transition Change 3989772 by Yuriy.ODonnell Implemented timestamp calibration on Vulkan Change 3990040 by Marcus.Wassmer Aftermath enabled by default. Removed unnecessary warning for other vendors Change 3990064 by Mark.Satterthwaite Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid. Change 3990080 by Mark.Satterthwaite Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer. Change 3990084 by Mark.Satterthwaite Get MetalStatistics compiling again. Change 3990381 by Arciel.Rekman Bring back D3D12 in RecordPerformance. Change 3991113 by Rolando.Caloca DR - Fix crash on RHI thread on mobile preview - Check RHI objects are not null in the PSO initializer Change 3991191 by Ryan.Vance #jira UE-55952 Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up. Change 3991343 by Rolando.Caloca DR - Copy from 3911492 UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform. Change 3991375 by Mark.Satterthwaite Proper copyright assignment in the mtlpp debugger header. Change 3993151 by Daniel.Wright Fix RTDF resource transition found by Rolando Change 3993818 by Rolando.Caloca DR - Missed file Change 3993923 by Krzysztof.Narkowicz Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread(). FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left: 1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates. 2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr. 3. This resulted in a StaticMeshComponent with stale RenderData pointer. #jira UE-54544 Change 3994033 by Rolando.Caloca DR - vk - Reworked layers & extensions, as we were not doing it properly - Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore Change 3994275 by Mark.Satterthwaite Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI. #jira UE-57507 Change 3994365 by Mark.Satterthwaite Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled. #jira UE-57513 Change 3994382 by Rolando.Caloca DR - vk - Some missing locks during image tracking Change 3994422 by Rolando.Caloca DR - vk - Remove bogus shader format Change 3995530 by Rolando.Caloca DR - vk - Fix for crash when validation is enabled Change 3995531 by Rolando.Caloca DR - vk - Fix static analysis Change 3995532 by Rolando.Caloca DR - vk - Added support for r.Vulkan.SaveValidationCache Change 3995610 by Uriel.Doyon Texture Streaming Changes and Fixes: - Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost"). - Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests) - Dynamic components do not need to register to the streaming manager anymore. - Optimized dynamic component management by removing duplicate entries in the update list. - Added a pregarbage collect pass to the dynamic component management to optimize GC handling. - Added a budget reset logic whenever the scene requirements change significantly. - PIE worlds now have correct visibility information. - Fixed possible invalid memory access when processing the streaming manager slave views. - Refactored the incremental level texture data build to prevent new components from being unhandled. - Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached() - Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated. #jira none Change 3995908 by Arciel.Rekman Fix compile errors when using new Vulkan queries. Change 3995990 by Arciel.Rekman More compile fixes to new Vulkan queries. - MSVC did not catch this, clang did. Change 3996101 by Rolando.Caloca DR - vk - Win32 compile fix Change 3996323 by Mark.Satterthwaite Use the right include path to export the mtlpp headers. #jira UE-57507 Change 3996392 by Arciel.Rekman Vulkan: fix crash on start when using new queries. - CommandBufferManager was not yet set at that point and the code in queries relied on it. Change 3996585 by Rolando.Caloca DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct. Change 3998806 by Arciel.Rekman Fix Linux build (UE-57602). #jira UE-57602 Change 3998866 by Arciel.Rekman SubwaySequencer: fix old shader platform name. Change 3998947 by Mark.Satterthwaite Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum. #jira UE-57577 Change 3998951 by Mark.Satterthwaite Fix last of the deprecation errors that I am aware of for macOS 10.12. #jira UE-57581 Change 3998984 by Mark.Satterthwaite Build mtlpp for iOS 9.0 not 9.3. #jira UE-57586 Change 3999065 by Rolando.Caloca DR - vk - Make sure we use version 1.0.0 #jira UE-57521 Change 3999071 by Arne.Schober DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM. #jira UE-55433, UE-57361 Change 3999494 by Rolando.Caloca DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug - Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled Change 4000197 by Krzysztof.Narkowicz Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data). #jira UE-54935 Change 4000305 by Yuriy.ODonnell Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24). #jira UE-57579 Change 4000853 by Arciel.Rekman Linux: fix not calling CrashReportClient (UE-57678). #jira UE-57678 Change 4001504 by Rolando.Caloca DR - vk - Fix transition Change 4002460 by Krzysztof.Narkowicz Toggle for contant shadow length in word space Exposed contact shadows to Blueprints #jira none Change 4002608 by Rolando.Caloca DR - vk - Fix static analysis - Fix potential debug image tracking crash - Comment out unused methods Change 4002615 by Rolando.Caloca DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini) Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set. PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set. Change 4002640 by Rolando.Caloca DR - vk - Missing support for CVarDefaultBackBufferPixelFormat Change 4002919 by Guillaume.Abadie Implements DOF's temporal upsampling pass for better dynamic resolution stability. Change 4002984 by Guillaume.Abadie Integrates Sebastian Aaltonen's ALU optimisations for TAAU. Change 4003112 by Olaf.Piesche Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches. #tests QAGame PerformanceTest and RenderTest map with various stats on and off Change 4003159 by Mark.Satterthwaite Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released. #jira UE-57538 Change 4003287 by zachary.wilson Adding reflection capture content to TM-LightingScenarios Change 4003395 by Arne.Schober DR - Fix unitzialised value when clicking Go To in the editor #jira UE-57048 Change 4003425 by Rolando.Caloca DR - vk - Fix for new occlusion queries Change 4003530 by Arne.Schober DR - Disable GPU Benchmark in headless configurations #jira UE-57673 Change 4003717 by Rolando.Caloca DR - vk - Fix for depth not store, stencil store Change 4003719 by Rolando.Caloca DR - Minor switch to render pass Change 4003720 by Mark.Satterthwaite Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD. Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU. #jira UE-57659 Change 4003854 by Mark.Satterthwaite Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically. #jira UE-57576 Change 4004709 by Rolando.Caloca DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers Change 4005149 by Guillaume.Abadie Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass. Change 4005284 by Uriel.Doyon Resaved volume texture assets with proper engine version. #jira UE-57534 Change 4005286 by Guillaume.Abadie Reduces constant setup in DOF's gather pass. Change 4005359 by Rolando.Caloca DR - vk - Fix annoying warning Change 4005363 by Rolando.Caloca DR - Fix android not finding vulkan shaders Change 4005457 by Rolando.Caloca DR - vk - Fix swapchain crash Change 4005473 by Patrick.Kelly UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level Codde by Daniel Tested by Patrick Change 4005474 by Rolando.Caloca DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB Change 4005759 by Krzysztof.Narkowicz Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode. #jira UE-57743 Change 4005774 by Mark.Satterthwaite Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like. #jira UE-57750 Change 4005974 by Mark.Satterthwaite Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come. #jira UE-57083 Change 4006056 by Mark.Satterthwaite Remove the use of the PrimitiveType argument from Metal draw calls. #jira UE-57822 Change 4006139 by Mark.Satterthwaite - Move the render-pass functions into the MetalRHI implementation for later alteration. - Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation. Change 4006215 by Mark.Satterthwaite Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation. Change 4006394 by Mark.Satterthwaite In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal. #jira UE-57551 Change 4006493 by Mark.Satterthwaite MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can. Change 4006495 by Daniel.Wright Integrate from Refactor branch * New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match. * Local vertex factory uniform buffer Change 4006851 by Brian.Karis Fix for joined charts forming an L to inflate both axii. Thanks to Jess Kube of The Coalition. Change 4006852 by Brian.Karis Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures Change 4006918 by Brian.Karis New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection. Not yet used by checked in code. WIP optimization. Change 4007246 by Guillaume.Abadie Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator. Change 4007291 by Guillaume.Abadie Exposes more DOF scalability settings. Change 4007328 by Guillaume.Abadie Optimises DOF's half res only setup pass using gather4 Change 4007627 by Richard.Wallis Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse. #jira UE-57030 Change 4007682 by Richard.Wallis No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate. Notes: - Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment. - Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size. - Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point. #jira UE-56734 Change 4007731 by Rolando.Caloca DR - Disable byte buffers on non-hlsl based platforms #jira UE-57851 Change 4007741 by Rolando.Caloca DR - Disable byte buffers on hlslcc platforms Change 4007782 by Mark.Satterthwaite Force Metal shaders, including the stdlib, to recompile. Change 4007918 by Rolando.Caloca DR - vk - Some static asserts Change 4008404 by Arciel.Rekman Do not crash on incompatible Vulkan drivers (UE-57521). #jira UE-57521 Change 4008442 by Daniel.Wright Better comments on ERHIFeatureLevel expectations Change 4008494 by Arne.Schober DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor. #jira UE-57754 Change 4008730 by Mark.Satterthwaite After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer. #jira UE-57870 Change 4008949 by Brian.Karis Fix compile warning Change 4008951 by Brian.Karis Added LTC LUT textures Change 4009326 by Guillaume.Abadie Compiles out DOF's gathering bokeh simulation on platform other than desktop. Change 4009380 by Krzysztof.Narkowicz Moved area light code before the contact shadows, so contact shadows use representative light's direction. Merged all contact shadows shader code. Contact shadows keep constant screen space length independent of FoV settings. Contact shadows for translucents. Contact shadows for eye. Change 4009555 by Guillaume.Abadie Splits DOFCocTile.usf in two. Change 4009999 by Yuriy.ODonnell MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument. Previously it was necessary to modify MallocaStomp.h and re-compile the engine. Currently supported platforms: Win64, Mac, Linux. Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize. Change 4010288 by Rolando.Caloca DR - vk - Fix for vertex streams Change 4010289 by Krzysztof.Narkowicz D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling. #jira UE-57510 Change 4010297 by Rolando.Caloca DR - vk - Remove some functions for android Change 4010315 by Rolando.Caloca DR - vk - Remove create info macro Change 4010451 by Rolando.Caloca DR - vk - Reuse samplers - Infiltrator goes from 5759 to 24 samplers! Change 4010627 by Rolando.Caloca DR - vk - Fix missing values for tracking swapchain validation Change 4011924 by Guillaume.Abadie Implements tile based early return optimisation on DOF's postfiltering method. Change 4011941 by Guillaume.Abadie Shaves some ALU in DOF's accumulator for LowQuality permutation. Change 4012093 by Yuriy.ODonnell Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access. Change 4012195 by Rolando.Caloca DR - vk - Fix for mobile backbuffer layout Change 4012202 by Rolando.Caloca DR - vk - Don't use staging buffers on UMA Change 4012467 by Rolando.Caloca DR - Remove redundant check Change 4012486 by Rolando.Caloca DR - Fix missing transition Change 4012518 by Guillaume.Abadie Implements fast shader permutation for DOF's TAA pass. Change 4013084 by Arciel.Rekman Fix for Linux clock discrepancy. - Causing at least one precision issue, possibly more. (Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...) Change 4013266 by Uriel.Doyon Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext. Change 4013626 by Uriel.Doyon Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it. #jira UE-51672 Change 4013805 by Rolando.Caloca DR - Fix more missing transitions Change 4014128 by Arne.Schober DR - Do not create LocalVFUniformBuffer when running without MVF #jira UE-57929 Change 4014193 by Uriel.Doyon Editing component transforms now invalidate the component's lighting cache. #jira UE-48134 Change 4014282 by Rolando.Caloca DR - vk - Remove extra validation during dump Change 4014584 by Uriel.Doyon Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass. #jira UE-49064 Change 4014604 by Uriel.Doyon UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE. Change 4015460 by Guillaume.Abadie Composes separate translucency within DOF's recombine pass. Change 4015571 by Guillaume.Abadie Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing. Change 4015984 by Krzysztof.Narkowicz Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area. #jira UE-58000 Change 4016056 by Mark.Satterthwaite Fix Mac Metal shader compilation of texture cube arrays. Change 4016062 by Richard.Wallis Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound. #jira UE-46999 Change 4016109 by Mark.Satterthwaite One unified Metal buffer implementation - will make further changes a heck of a lot easier. Change 4016221 by Patrick.Kelly UE-57617: Ensure changing viewmode to ShaderComplexity while in -game Change 4016238 by Guillaume.Abadie Makes clang happy again in Tonemapper. Change 4016309 by Mark.Satterthwaite More *_RenderThread implementations for MetalRHI. Change 4016414 by Mark.Satterthwaite And MetalRHI version of CreateStructuredBuffer_RenderThread... Change 4016498 by Mark.Satterthwaite Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout. #jira UE-57930 Change 4017394 by Juan.Canada OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss. #jira UE-57691 Change 4017522 by Rolando.Caloca DR - vk - Remove unused code path (old mip generation detection) Change 4017539 by Rolando.Caloca DR - vk - Fix for sky lighting mips showing green on AMD Change 4017542 by Arciel.Rekman Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build). - Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own. Change 4017827 by Guillaume.Abadie Optimises DOF's scattering cost by a third. Change 4017835 by Rolando.Caloca DR - Only allow a render pass to generate mips for one color render target Change 4017889 by Mark.Satterthwaite Cache all the Metal state objects to avoid hitting the API unnecessarily. Change 4018251 by Mark.Satterthwaite Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(. MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term. Change 4018514 by Guillaume.Abadie Implements r.DOF.Scatter.MinCocRadius. Change 4018553 by Guillaume.Abadie Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering Change 4020369 by Yuriy.ODonnell Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro) Previously was only disabled for PVS-Studio. Change 4020620 by Arciel.Rekman Fix XboxOne CIS (fallout of appCountTrailingZeros move). Change 4020949 by Guillaume.Abadie Configures DOF in scalability settings. Change 4021593 by Rolando.Caloca DR - vk - Support for Aftermath style api on AMD Change 4021740 by Rolando.Caloca DR - vk - Change log output Change 4022008 by Uriel.Doyon Fixed renderthread stalls when streaming texture mips on low end systems. Change 4022135 by Rolando.Caloca DR - vk - Fix last mip's layout during mip chain creation Change 4022607 by Jian.Ru Speculative fix for a bug where an invalid vertex buffer is deferenced #jira UE-56229 Change 4022890 by Rolando.Caloca DR - Fix reference count not getting released Change 4023540 by Mark.Satterthwaite Avoid some pointless retain/release calls on Metal Encoders. Change 4023796 by Marcus.Wassmer Tell users they are over the maximum size when allocating very large rendertargets. Change 4025337 by Yuriy.ODonnell Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows. MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part. Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used. Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated. This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation. This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table. Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time. Running Infiltrator demo consumes ~700MB of virtual address space per second. Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior, which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible. Change 4026047 by Rolando.Caloca DR - Fix test/shipping #jira UE-58148 Change 4026150 by Krzysztof.Narkowicz Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons. #jira UE-57992 Change 4026226 by Rolando.Caloca DR - Fix static analysis #jira UE-58150 Change 4026354 by Jian.Ru Debug check trying to catch a crash. Only enabled in editor build #jira UE-50111 Change 4026655 by Rolando.Caloca DR - Fix for static analysis #jira UE-58149 Change 4026763 by Rolando.Caloca DR - Remove references to defunct CCT to avoid confusing licensees Change 4027167 by Uriel.Doyon Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter. #jira UE-56509 Change 4027850 by Jian.Ru Prevent log spam #jira UE-50111 Change 4029546 by Rolando.Caloca DR - Compile fixes Change 4029624 by Yuriy.ODonnell Addressed static analysis errors in MallocStomp - VirtualAlloc return value is now explicitly checked. - C6250 is suppressed, as VirtualFree does not release address space by design. Change 4030225 by Yuriy.ODonnell Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers. If a module includes TBB and then Windows platform headers, static analyzer will report this warning. Suppressing it would require wrapping all instances of Windows header includes in third-party macros. Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix. Change 4030440 by Rolando.Caloca DR - Fix crash on mobile #jira UE-58222 Change 4030570 by Daniel.Wright Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders Change 4030618 by Arne.Schober DR - missing tangent/normal sign conversion after integration from main #jira UE-58224 Change 4031588 by Rolando.Caloca DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD Change 4032145 by Mark.Satterthwaite Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features. #jira UE-58268 Change 4032209 by Rolando.Caloca DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore Change 4033178 by Guillaume.Abadie Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test. #jira UE-58151 Change 4034489 by Daniel.Wright Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo. * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration). Change 4035157 by Uriel.Doyon Fixed deadlock in the streaming code when running with -onethread. #jira UE-58299 Change 4035198 by Rolando.Caloca DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK). #jira UE-58267 Change 4035730 by Arne.Schober DR - Fix missing Fog parameters during LightScattering Injection #jira UE-57608 Change 4035843 by Daniel.Wright Reimplemented support for EyeAdaptation node in opaque materials Change 4036837 by Marcus.Wassmer Replace some of the screenshots to match new un-tonemapped buffer visualization Change 4036980 by Rolando.Caloca DR - vk - Fix deadlock contention during mem allocation on Linux Change 4037225 by Guillaume.Abadie Fixes jittering selection outline. #jira UE-58350 Change 4038056 by Marcus.Wassmer roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image. Change can go back in later with that part fixed also Change 4038296 by Jian.Ru Static analysis fix #jira UE-58377 Change 4038402 by Ben.Marsh Suppress IncludeTool warnings caused by CL 3998947. Change 4038514 by Arne.Schober DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0. #jira UE-57652 Change 4038747 by Marcus.Wassmer Back out changelist 3853645, causing us to lose shadows in the shaderhair test Change 4040138 by Rolando.Caloca DR - Fix compile warning Change 4041614 by Rolando.Caloca DR - vk - Fix for Oculus module #jira UE-58267 Change 3810277 by Daniel.Wright Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4. The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4. Change 3817029 by Uriel.Doyon Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1. Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues). Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets. Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7. #jira UE-32263 Change 3819960 by Michael.Lentine Expose UEPhysics Clothing Parameters through UI. Change 3823401 by Rolando.Caloca DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch Change 3844805 by Arne.Schober DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision. Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders. Change 3847283 by Marcus.Wassmer Extra fixes from Uriel Change 3876607 by Rolando.Caloca DR - Use render passes when running occlusion queries - Removes the RHI(Begin|End)OcclusionQueryBatch API Change 3903799 by Daniel.Wright [Integrate] Pass Uniform Buffers * All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw * Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer * Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT() * This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct. * Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer. * Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted. * RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs Change 3917500 by Rolando.Caloca DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified Change 3964907 by Guillaume.Abadie Implements RectList topology support in RHI. Change 3979171 by Mark.Satterthwaite Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering): Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors. Regarding mtlpp: - The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems. - To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly. - Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management. - Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding. Apple Platform: - LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS. MetalRHI: - All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C. - Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same. - Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well. - The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac. - Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order). - LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought. - What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code. Other: - Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now. - Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere. - Consistency of disabling the Manual Vertex Fetch behaviour in shaders. #jira UERNDR-354 Change 3979312 by Rolando.Caloca DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget Change 4005122 by Rolando.Caloca DR - Support for PS4 Index Buffer UAVs Change 4016298 by Guillaume.Abadie Fixes DOF hybrid scattering on platforms that supports RectList topology. Change 4018575 by Guillaume.Abadie Optimises DOF's reduce pass when doing scattering compilation. Change 4020317 by Guillaume.Abadie Implements WaveBroadcastIntrinsics.ush. [CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Process TEXT() macro to convert them into GPU ASCII characters
FString ParseText(const TCHAR* StartPtr, const TCHAR*& EndPtr)
{
const TCHAR* OpeningBracePtr = FCString::Strstr(StartPtr, TEXT("("));
check(OpeningBracePtr);
const TCHAR* ClosingBracePtr = FindMatchingClosingParenthesis(OpeningBracePtr + 1);
check(ClosingBracePtr);
FString Out;
if (OpeningBracePtr && ClosingBracePtr)
{
const TCHAR* CurrPtr = OpeningBracePtr;
do
{
Out += *CurrPtr;
CurrPtr++;
} while (CurrPtr != ClosingBracePtr+1);
}
EndPtr = ClosingBracePtr;
return Out;
}
void ConvertTextToAsciiCharacter(const FString& InText, FString& OutText, FString& OutEncodedText)
{
const uint32 CharCount = InText.Len();
OutEncodedText.Reserve(CharCount * 3); // ~2 digits per character + a comma
OutText = InText;
for (uint32 CharIt = 0; CharIt < CharCount; ++CharIt)
{
const char C = InText[CharIt];
OutEncodedText.AppendInt(uint8(C));
if (CharIt + 1 != CharCount)
{
OutEncodedText += ',';
}
}
}
// Simple token matching and expansion to replace TEXT macro into supported character string
void TransformStringIntoCharacterArray(FString& PreprocessedShaderSource)
{
// Early out if input is empty; '&PreprocessedShaderSource[0]' below does not return a valid pointer for empty FString
if (PreprocessedShaderSource.IsEmpty())
{
return;
}
struct FTextEntry
{
uint32 Index;
uint32 Hash;
uint32 Offset;
FString SourceText;
FString ConvertedText;
FString EncodedText;
};
TArray<FTextEntry> Entries;
// 1. Find all TEXT strings
// 2. Add a text entry
// 3. Replace TEXT by its entry number
uint32 GlobalCount = 0;
{
const FString InitHashBegin(TEXT("InitShaderPrintText("));
const FString InitHashEnd(TEXT(")"));
const TCHAR* TextIdentifier = TEXT("TEXT(");
const TCHAR* SearchPtr = FCString::Strstr(&PreprocessedShaderSource[0], TextIdentifier);
while (SearchPtr)
{
const TCHAR* EndPtr = nullptr;
FString Text = ParseText(SearchPtr, EndPtr);
if (EndPtr)
{
// Trim enclosing
Text.RemoveFromEnd("\")");
Text.RemoveFromStart("(\"");
// Register entry and convert text
const uint32 EntryIndex = Entries.Num();
uint32 ValidCharCount = 0;
FTextEntry& Entry = Entries.AddDefaulted_GetRef();
Entry.Index = EntryIndex;
Entry.Offset = GlobalCount;
Entry.SourceText = Text;
ConvertTextToAsciiCharacter(Entry.SourceText, Entry.ConvertedText, Entry.EncodedText);
Entry.Hash = CityHash32((const char*)Entry.SourceText.GetCharArray().GetData(), sizeof(FString::ElementType) * Entry.SourceText.Len());
// Sanity check
uint32 HCheck = CityHash32((const char*)Entry.SourceText.GetCharArray().GetData(), sizeof(FString::ElementType) * Entry.SourceText.Len());
check(HCheck == Entry.Hash);
GlobalCount += Entry.ConvertedText.Len();
// Replace string
const TCHAR* StartPtr = &PreprocessedShaderSource[0];
const uint32 StartIndex = SearchPtr - StartPtr;
const uint32 CharCount = (EndPtr - SearchPtr) + 1;
PreprocessedShaderSource.RemoveAt(StartIndex, CharCount);
const FString HashText = InitHashBegin + FString::FromInt(EntryIndex) + InitHashEnd;
PreprocessedShaderSource.InsertAt(StartIndex, HashText);
// Update SearchPtr, as PreprocessedShaderSource has been modified, and its memory could have been reallocated, causing SearchPtr to be invalid.
SearchPtr = &PreprocessedShaderSource[0] + StartIndex;
}
SearchPtr = FCString::Strstr(SearchPtr, TextIdentifier);
}
}
// 4. Write a global struct containing all the entries
// 5. Write the function for fetching character for a given entry index
const uint32 EntryCount = Entries.Num();
FString TextChars;
if (EntryCount>0 && GlobalCount>0)
{
// 1. Encoded character for each text entry within a single global char array
TextChars = FString::Printf(TEXT("static const uint TEXT_CHARS[%d] = {\n"), GlobalCount);
for (FTextEntry& Entry : Entries)
{
TextChars += FString::Printf(TEXT("\t%s%s // %d: \"%s\"\n"), *Entry.EncodedText, Entry.Index < EntryCount - 1 ? TEXT(",") : TEXT(""), Entry.Index, * Entry.SourceText);
}
TextChars += TEXT("};\n\n");
// 2. Offset within the global array
TextChars += FString::Printf(TEXT("static const uint TEXT_OFFSETS[%d] = {\n"), EntryCount+1);
for (FTextEntry& Entry : Entries)
{
TextChars += FString::Printf(TEXT("\t%d, // %d: \"%s\"\n"), Entry.Offset, Entry.Index, *Entry.SourceText);
}
TextChars += FString::Printf(TEXT("\t%d // end\n"), GlobalCount);
TextChars += TEXT("};\n\n");
// 3. Entry hashes
TextChars += TEXT("// Hashes are computed using the CityHash32 function\n");
TextChars += FString::Printf(TEXT("static const uint TEXT_HASHES[%d] = {\n"), EntryCount);
for (FTextEntry& Entry : Entries)
{
TextChars += FString::Printf(TEXT("\t0x%x%s // %d: \"%s\"\n"), Entry.Hash, Entry.Index < EntryCount - 1 ? TEXT(",") : TEXT(""), Entry.Index, * Entry.SourceText);
}
TextChars += TEXT("};\n\n");
TextChars += TEXT("uint ShaderPrintGetChar(uint InIndex) { return TEXT_CHARS[InIndex]; }\n");
TextChars += TEXT("uint ShaderPrintGetOffset(FShaderPrintText InText) { return TEXT_OFFSETS[InText.Index]; }\n");
TextChars += TEXT("uint ShaderPrintGetHash(FShaderPrintText InText) { return TEXT_HASHES[InText.Index]; }\n");
}
else
{
TextChars += TEXT("uint ShaderPrintGetChar(uint Index) { return 0; }\n");
TextChars += TEXT("uint ShaderPrintGetOffset(FShaderPrintText InText) { return 0; }\n");
TextChars += TEXT("uint ShaderPrintGetHash(FShaderPrintText InText) { return 0; }\n");
}
// 6. Insert global struct data + print function
{
const TCHAR* InsertToken = TEXT("GENERATED_SHADER_PRINT");
const TCHAR* SearchPtr = FCString::Strstr(&PreprocessedShaderSource[0], InsertToken);
if (SearchPtr)
{
// Replace string
const TCHAR* StartPtr = &PreprocessedShaderSource[0];
const uint32 StartIndex = SearchPtr - StartPtr;
const uint32 CharCount = FCString::Strlen(InsertToken);
PreprocessedShaderSource.RemoveAt(StartIndex, CharCount);
PreprocessedShaderSource.InsertAt(StartIndex, TextChars);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
FString CreateShaderCompilerWorkerDirectCommandLine(const FShaderCompilerInput& Input, uint32 CCFlags = 0)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
{
FString Text(TEXT("-directcompile -format="));
Text += Input.ShaderFormat.GetPlainNameString();
Text += TEXT(" -entry=");
Text += Input.EntryPointName;
Text += TEXT(" -shaderPlatformName=");
Text += Input.ShaderPlatformName.GetPlainNameString();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
switch (Input.Target.Frequency)
{
case SF_Vertex: Text += TEXT(" -vs"); break;
case SF_Mesh: Text += TEXT(" -ms"); break;
case SF_Amplification: Text += TEXT(" -as"); break;
case SF_Geometry: Text += TEXT(" -gs"); break;
case SF_Pixel: Text += TEXT(" -ps"); break;
case SF_Compute: Text += TEXT(" -cs"); break;
#if RHI_RAYTRACING
case SF_RayGen: Text += TEXT(" -rgs"); break;
case SF_RayMiss: Text += TEXT(" -rms"); break;
case SF_RayHitGroup: Text += TEXT(" -rhs"); break;
case SF_RayCallable: Text += TEXT(" -rcs"); break;
#endif // RHI_RAYTRACING
default: break;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
}
if (Input.bCompilingForShaderPipeline)
{
Text += TEXT(" -pipeline");
}
if (Input.bIncludeUsedOutputs)
{
Text += TEXT(" -usedoutputs=");
for (int32 Index = 0; Index < Input.UsedOutputs.Num(); ++Index)
{
if (Index != 0)
{
Text += TEXT("+");
}
Text += Input.UsedOutputs[Index];
}
}
Text += TEXT(" ");
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3511476) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3372740 by Chris.Bunner [Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute). StencilSceneTexture added to deferred list. A few known issues to be fixed in a follow-up CL. Change 3374187 by Chris.Bunner Volume texture support for CombineLUTs/Tonemap compute pass. Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS. Skip compute post process out-of-bounds writes. Unsigned type conversion fixes. Trimmed compute post process shader inputs. Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454636 by Uriel.Doyon Fixed point light having an extra scale of 16 in mobile #jira UE-45272 Change 3454844 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3461206 by Guillaume.Abadie Adds possibility to scene captures and player controller to render no primitives at all. Change 3461207 by Guillaume.Abadie Exposes showflag details to USceneCaptureComponent. This gives the possibility to configure scene capture's showflags in blueprint encapsulated compositing pipeline. #jira UE-6810 Change 3461233 by Chris.Bunner Added Log10 material expression. Added tooltip for Log2 and Log10. Change 3461434 by Michael.Trepka Copy of CL 3456118 In Metal RHI report texture streaming as immediately successful as on D3D to avoid a race-condition leading to deadlock between the Main, Game, Render & RHI threads. #jira UE-44961 Change 3461770 by Benjamin.Hyder Submitting TM-RayTracedDistanceField map Change 3461929 by Marc.Olano Add Sobol blueprint and material node test maps to RenderTest project Change 3462249 by Uriel.Doyon Translucency after DoF is now disabled when showflag postprocess is disabled. Change 3462371 by Brian.Karis VT addressing is now 64bit to support huge sparse virtualized volumes 16bit page tables working. Change 3462936 by Marc.Olano Extend Sobol testing map with comparision between Random Sobol and Next Sobol functions Change 3464394 by Uriel.Doyon Improved synchronization for texture streaming commands. This fixes an issue when accessing FStreamingTexture for pending textures. Change 3464743 by Guillaume.Abadie Adds .usf file extension on all shader's source file names and adds checks to verify them at engine load time. Change 3464818 by Guillaume.Abadie Fixes compilation error in FindShaderRelativePath Change 3465184 by Daniel.Wright r.Shadow.PreShadowResolutionFactor 1.0 on Epic shadow settings Change 3465283 by Marc.Olano Update Sobol Gray code tables to match random order tables Change 3465976 by Arne.Schober DR - [UE-44393] - The Canvas is using the Globalshaders for clearing but compilation is done asynconously at load time. Unfortunately there could be Code that uses a canvas to draw and cause this issue in between. There might be some plugins that do this. For now we need to wait and block for the shaqders to be compiled until we can allo the use of the canvas. #RB none Change 3467513 by Guillaume.Abadie Fixes an issue where primitives would no longer draw in gameplay. #jira UE-45550 Change 3471116 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms. Merge of CL 3327784 dev-editor stream from Michael Trepka with some extra changes. - Also removed Metal shader platforms from PlatformSupportsDebugViewShaders() otherwise we get a compiler error. HLSL register binds not implemented in metal backend. #jira UE-39108 Change 3471117 by Richard.Wallis Drop down menus clip on 27" Screen iMacs. Disable viewport HDR rendering on macOS 10.12.x when in editor. #jira UE-43026 Change 3471130 by Richard.Wallis Mac GPU hang causes editor output log to be written to the wrong file. Try to emulate windows behaviour when opening a file for reading or writing. Tested against behaviour of windows log file with multiple instances running. - Only defined in for Mac and non shipping. #jira UE-44934 Change 3471224 by Guillaume.Abadie Lets the ProjectFileGenerator to look at Shaders/ directories in plugin and game projects. Change 3471646 by Daniel.Wright Fixed ensure opening UT system settings Change 3471862 by Arne.Schober DR - revert accidently checked in changes. #RB Chris.Bunner Change 3472249 by Guillaume.Abadie Implements virtual shader source directory mapping. - /Engine/... maps to Engine/Shaders/... - /Plugin/FooBar/... maps to FooBar plugin's Shaders/ directory - /Project/... maps to project's Shaders/ directory Change 3472443 by Daniel.Wright Moved the Rendering category for lights to be just below the Light category, so the bVisible property is easily accessible Change 3474537 by Uriel.Doyon Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) Change 3475192 by Guillaume.Abadie Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475209 by Guillaume.Abadie Back out changelist 3475192 Change 3475252 by Guillaume.Abadie Reland: Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475389 by Guillaume.Abadie Adds LensDistortion plugin's feature tests. Change 3475538 by Guillaume.Abadie Adds the /Engine/* prefix on all of the renderer's USF file references. Change 3475568 by Guillaume.Abadie Adds a check for virtual shader source file path format in FShaderType::FShaderType() Change 3475871 by Guillaume.Abadie Fixes a bug in shader compile worker, were an error in a relative #include USF file would trigger an check failure in CheckVirtualShaderFilePath Change 3475997 by Yujiang.Wang Workaround for a compiler optimization bug introduced in VS2015 Update 3. * The bug causes TSHVector<2>::CalcDiffuseTransfer to go to infinity at certain spot, making movable objects with ILCQ_Volume indirect lighting cache interpolation get very dark. * Debug builds don't exhibit this bug. * Semantics are exactly the same as the original code. Change 3476203 by David.Hill Compute SSAO: problem wiht AmbientOcclusionLevels and with various viewporttest sizes. Only seen when Levels >=2 #jira UE-45741 Change 3476536 by Benjamin.Hyder adding player start to Ray Traced Distance Field Shadows Map Change 3478298 by Benjamin.Hyder disabling mesh distance fields in Tm-Raytraced_DistanceField_Shadows map Change 3478948 by Rolando.Caloca DR - Nicer check Change 3478949 by Rolando.Caloca DR - Default GPU morphs to enabled Change 3478950 by Rolando.Caloca DR - By default -vulkan will launch SM5 Change 3478984 by Rolando.Caloca DR - Pass down -vulkan Change 3479655 by Richard.Wallis Video track does not switch in AVF Media Player. Need to disable unused video tracks to allow AVPlayerItemVideoOutput to decode the required track. - Minimal change to allow video track changes/selection. - Audio samples are extracted using AVAssetReaderTrackOutput but video uses AVPlayerItemVideoOutput. Video could also use AVAssetReaderTrackOutput to access the video data unless there is an iOS reason not to... - Flush the audio sink sample buffers so we get instant audio track changes #jira UE-39750, UE-39749 Change 3479834 by Rolando.Caloca DR - Fix issue with bad vertex colors (per licensee) Change 3480376 by Guillaume.Abadie Disables ComputeLightGrid() if no volumetric fog and no lighting. #jira UE-45377 Change 3480596 by Yujiang.Wang Fix for dynamic shadows and raytraced distance field shadows of directional lights not appearing in planar reflection * Bug caused by incorrect shadow culling volumes for cascaded shadow map and backface culling mode for WholeSceneShadowProjection * Fixed by taking View.bReverseCulling into account #jira UE-34452 Change 3480600 by Yujiang.Wang Fix for UE-42376 * The bug is caused by post-processing ambient cubemaps not being supported in forward shading currently. * This fix replaces all the occurences of them in CalcSceneView with a skylight using the cubemap * If a CalcSceneView is used solely for setting the PP ambient cubemap, it is removed. #jira UE-42376 Change 3480784 by Rolando.Caloca DR - hlslcc - Initial support for [RW]StructuredBuffer Change 3481690 by Uriel.Doyon Attempt to fix static analysis warning Change 3482012 by Simon.Tovey Fixed issue when building distribution lookup tables where the final sample fell short of the max input time. As sampling is done only over this range, under constant interpolation the final value was never actually sampled and so cut from the final optimized LUT. #tests constant interpolation now works. #jira UE-45614 Change 3482965 by Yujiang.Wang Some quality of life changes for UE-42757 * The UV overlay in static mesh editor now has a darker background * Selected edges are getting highlighted and bolder * When some edges are selected others turn grey #jira UE-42757 Change 3483014 by David.Hill Change labels on bloom boost from x,y,z to min, max, mult. #jira UE-43904 a PropertyRedirect in BaseEngine.ini allows this to work with older version. Change 3484573 by Yujiang.Wang Fix for shadow color not updated after light build when a texture is changed and reimported * Bug caused by counter-intuitive design of UMaterial::GetReferencedFunctionIds and UMaterial::GetReferencedParameterCollectionIds, both of which will reset the OutIds parameter * Renamed to AppendReferencedFunctionIdsTo and AppendReferencedParameterCollectionIdsTo, the resets are removed #jira UE-45647 Change 3484969 by Yujiang.Wang Fix for UE-39929 inconsistent type between C++ and shader code * MeshDistanceFieldCasterIndices is declared as Buffer<uint> in CapsuleShadowShaders.usf, while created as PF_R32_SINT in CapsuleShadowRendering.cpp * Changed PF_R32_SINT to PF_R32_UINT in CapsuleShadowRendering.cpp #jira UE-39929 Change 3485012 by Yujiang.Wang Fix for UE-39929 #2: Changed int32 to uint32 to match PF_R32_UINT #jira UE-39929 Change 3485146 by Guillaume.Abadie Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving blueprints arround. #jira UE-43455 Change 3486602 by Joe.Conley Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph. Change 3487471 by Yujiang.Wang Github #3659: Improved performance of DumpUnbuiltLightInteractions * Replaced TArrays with TSets #jira UE-45783 Change 3487641 by Guillaume.Abadie Fixes some shader file name casing issues in LPV. Change 3488014 by Uriel.Doyon New AllowAsyncLoading flag for UTexture::CachePlatformData(). It allows to load the source texture data in the async task if the source bulk data was not yet loaded. Data loaded that way is not sharable between tasks and will be discarded. This is required because updating the source data is not thread safe. #jira UERNDR-190 #jira UE-33401 Change 3488249 by Uriel.Doyon Fixed long stall in UpdateResourceStreaming() caused by Actor.GetComponents() not resetting the number of actors anymore. Fixed inconsistent results in ALODActor::HasValidSubActors() caused by the same change. #jira UE-46004 Change 3490228 by Mark.Satterthwaite Fix the Nvidia driver bug with the old reversebits fallback function - you need to use the native reverse_bits intrinsic or use some uint(ushort()) casts to get the compiler to do the right thing, which means injecting the reverse_bits function in MetalBackend not the HLSL (as it has no such type). #jira UE-46067 Change 3490538 by Arne.Schober Back out changelist 3488249 #RB none Change 3490551 by Arne.Schober Back out changelist 3488249 #RB none Change 3491828 by Guillaume.Abadie Fixes another USf file reference casing issue in C++. Change 3491924 by Yujiang.Wang Fix for UE-43302 Crash when entering the DebugCreatePlayer console command with planar reflections in the level * Crash caused by check(Views.Num() <= 2); in SceneCaptureRendering.cpp * We still want to support at most 2 views for performance, but now instead of crash the planar reflections in additional views will simply turn black #jira UE-43302 Change 3492359 by Guillaume.Abadie Fixes non editor launches, failing in FGenericPlatformProcess::AddShaderSourceDirectoryMapping(). Change 3492367 by Marc.Olano Change Sobol texture size to 32x16, tweak distribution Change 3492599 by Marcus.Wassmer PR #3669: -Fix logmessages ParticleModules_Location.cpp (Contributed by UpwindSpring01) Change 3493473 by Uriel.Doyon Back out changelist 3490538 Change 3493590 by Uriel.Doyon Back out changelist 3490551 Fixed missing #pragma once Change 3493911 by Marcus.Wassmer Fix potential GPU crash/hang caused by out of bound subresource updates. Added checks at cross-platform level to catch any instance earlier. Change 3494139 by Uriel.Doyon Fixed shadow variable issue on UE4Editor Linux. Change 3494364 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms - Part 2: Remove some more areas and fixes for previous attempt. Also removed OpenGL based GPU performance checks in EditorEngine.cpp - assuming that any GPU that can run Metal is currently OK for UE4. OpenGL left in the following areas: - OpenGLShaderCompiler - StandaloneRenderer The following files need to be reviewed in conjunction with CL 3471116 as there were some logic errors made: - OpenGLTexture.cpp #jira UE-39108 Change 3494413 by Guillaume.Abadie Updates r.InvalidateCachedShader and bump ShaderVersion.ush. Change 3494422 by Guillaume.Abadie Adds LensDistortion plugin's Private shader directory. Change 3494717 by Guillaume.Abadie Strengthens shader compiler with checks on generated file names and shader type file names. Change 3494763 by Guillaume.Abadie Removes a nolonger standing TODO in GlobalBeginCompileShader() that was automatically adding /Engine/ prefix to all relative virtual shader source file path. Change 3494985 by Rolando.Caloca DR - Integrate Vulkan Rewrite Change 3495031 by Rolando.Caloca DR - Delete file as it moved Change 3495032 by Rolando.Caloca DR - Show Vulkan SM5 instead of SM4 on windows packaging - Also added support for Vulkan SM5_UB Change 3495202 by Uriel.Doyon Fixed static analysis warning with pointer dereferencing. Change 3495342 by Rolando.Caloca DR - clang compile fix Change 3495354 by Rolando.Caloca DR - clang compile fixes Change 3495420 by Marc.Olano Use Sobol sampling for PCSS Change 3495799 by Rolando.Caloca DR - Delete old dev assets Change 3496202 by Mark.Satterthwaite Switch to using actual Vector*Matrix intrinsic for Metal to avoid a problem whereby the Metal compiler reorders operations in such a way that it loses precision and ends up being different between pre-pass and base-pass. #jira UE-46070 Change 3496253 by Uriel.Doyon Fixed static analysis warning for IncludeTool Change 3496631 by Guillaume.Abadie Makes AScreenshotFunctionalTest::ScreenshotOptions blueprint readable. Change 3496851 by Guillaume.Abadie Fixes back slash issues in Platform.usf. Change 3496852 by Guillaume.Abadie Fixes other back slashes includes in PS4 specific usf files. Change 3496941 by Guillaume.Abadie Adds a check() for no backslash in virtual shader file paths. Change 3497661 by Guillaume.Abadie Lets FLensDistortionCameraModel::GetUndistortOverscanFactor() early return 1.0 if the camera model is does an identity transform. Change 3497969 by Richard.Wallis Fix for start Up Movies Are not Playing for iOS Devices. Handle case when movie is loading aysnc in background - need to wait for state changes otherwise it skips intermediate movies. - Tested on iOS and Mac. #jira UE-39585 Change 3498035 by Guillaume.Abadie Polishes //Engine/Plugins/Compositing/LensDistortion/Shaders/Private/UVGeneration.usf from debuging artifacts. Change 3498101 by Rolando.Caloca DR - Compile fix Change 3498254 by Guillaume.Abadie Exposes comparing FLensDistortionCameraModel to blueprint with == and != operator nodes for cross frame uv displacement map caching. Change 3498264 by Guillaume.Abadie Integrate 3267269: Implements SceneCaptureComponent2D::bCameraCutThisFrame Change 3498371 by Yujiang.Wang Fix for UE-46149 Planar Reflections display screenspace info when viewports are >2 * Prevent planar reflections being rendered when ViewIndex >= GMaxPlanarReflectionViews * Now planar reflections in >2 viewports will fallback to other reflection methods (SSR, reflection captures) #jira UE-46149 Change 3498409 by Rolando.Caloca DR - Swap resolves Change 3498410 by Guillaume.Abadie Adds support for opacity output alpha for post process material when doing a draw material to render target. Change 3498705 by Rolando.Caloca DR - Add UID for debugging mem allocations Change 3498759 by Marcus.Wassmer No post processing in vertexcolor view mode #jira UE-44704 Change 3498891 by Rolando.Caloca DR - Minor Vulkan per frame allocator refactor in prep for changes Change 3499206 by Rolando.Caloca DR - Fix temp frame allocator OOM on Vulkan #jira UE-45913 Change 3499319 by Rolando.Caloca DR - Vulkan support for StorageBuffer Change 3499339 by Rolando.Caloca DR - Remove deprecated typedef Change 3499400 by Rolando.Caloca DR - Remove some RHICmdList deprecated functions Change 3499422 by Rolando.Caloca DR - Allow buffer transitions inside render passes Change 3500370 by Rolando.Caloca DR - Compile fix Change 3500474 by Rolando.Caloca DR - Fix static analysis Change 3500517 by Guillaume.Abadie Exposes r.PostProcessing.PropagateAlpha to the renderer settings. Change 3500537 by Guillaume.Abadie Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world. #jira UE-39389 Change 3501069 by Mark.Satterthwaite Bring back temporary 4.16 fix for iOS 9 (CL #3425995) into Dev-Rendering for 4.17 as a real fix will need to wait for 4.18. temporary fix for skewed textures on IOS 9 #jira UE-44468 Change 3501164 by Michael.Lentine PR #3402: UE-43131: Format argument count not equal to actual arguments (Contributed by projectgheist) Change 3501222 by Benjamin.Hyder Checking in Tm_SobolNoise map Change 3501612 by zachary.wilson Adding testing content for RTDF shadows on planar reflections Change 3501708 by Guillaume.Abadie Break FPostProcessSettings into smallers structs. Change 3501830 by Olaf.Piesche #jira UE-39628; using fix proposed in UDN, will investigate further Change 3501954 by Marcus.Wassmer Duplicate 3480903 Light culling safety measures. Change 3502032 by Mark.Satterthwaite Fix generation of Metal precompiled headers for the bytecode compiler when using Xcode 9. Change 3502118 by Uriel.Doyon Fixed shader compilation issues. Change 3502191 by Guillaume.Abadie Implements Composure plugin to make compositing in UE4 easier. Change 3502192 by Guillaume.Abadie Implements Composure feature testing in EngineTests Change 3502196 by Guillaume.Abadie Creates a dependency of Composure plugin over LensDistortion plugin. Change 3502213 by Arciel.Rekman Fix for loading shaders on Linux (UE-46276). Change 3502243 by Brian.Karis Bent normal map support. Multibounce AO. Spherical Gaussian based specular occlusion. Change 3502506 by Guillaume.Abadie Fixes compilation failure in Composure with unity build. Change 3502507 by Guillaume.Abadie Fixes composure Set Pass with Render Target blueprint helper. Change 3502510 by Guillaume.Abadie Attempts to fix ComposureUtils.cpp compile errors. Change 3502515 by Guillaume.Abadie Some other composure failure fixes. Change 3502545 by Guillaume.Abadie Fixes some unity build related error in Composure. Change 3502548 by Guillaume.Abadie Fixes last missing includes in ComposurePostProcessPass.cpp Change 3502672 by Guillaume.Abadie Fixes linux warning in Composure. Change 3502790 by Ryan.Brucks float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break. Change 3502836 by Guillaume.Abadie Propagates scene capture engine showflag changes from blueprint editor to the blueprint instances. #jira UE-6810 Change 3503096 by Guillaume.Abadie Resave a unversioned asset. Change 3503228 by Yujiang.Wang Fix for UE-45646 Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry * Bug caused by bReflectiveShadowmap not being passed into SetViewFlagsForShadowPass * Replaced the true with bReflectiveShadowmap #jira UE-45646 Change 3503284 by Rolando.Caloca DR - Fixed initial clear on rendertargets - Added support for r.Vulkan.EnableValidation 1, 2, 3 & 4 - Dump the vulkan log into VS output log - Added validation for layouts when using dump log Change 3503545 by Arciel.Rekman Fix black UI on Linux (UE-46333) - Rebuilt hlslcc with clang 3.7.0. Whatever issues we're running in with newer clangs still seem to persist. #jira UE-46333 Change 3503638 by Daniel.Wright [Copy] Changed DynamicBentNormalAO back to fp16, as PF_FloatR11G11B10 was not enough precision and introduced banding Change 3503787 by Marcus.Wassmer Fix difference between gpu/cpu morph target application Change 3503902 by Marcus.Wassmer Roll back TAA refactor until we have time to look into the bad interaction with DOF. Change 3503953 by Arne.Schober DR - UE-46319 - borked Reflections: The resource transition needs to be in this weired place for PS4 and switch until we teach the interface to know about subresources. #RB Marcus.Wassmer Change 3504131 by Rolando.Caloca DR - Maintain a cache of pipeline and descriptor set layouts - Fix marker dump Change 3504462 by Guillaume.Abadie Fixes an assertion failure that was failing because compute light grid was not done, but the shader used where not necessarily using compute light grid results. #jira UE-46277 Change 3504779 by Chris.Bunner Potential static analysis fix. #jira UE-46360 Change 3504950 by Marc.Olano Allow Sobol material nodes & textures only if feature level is at least ES3.1 #jira UE-46334 #jira UE-46317 Change 3505035 by Daniel.Wright Increased MaxSearchCount in GetShaderIncludes. The previous limit of 20 is now getting hit in BasePassPixelShader.usf, causing compiles to fail erroneously. Change 3505386 by Daniel.Wright GetShaderIncludes handles infinite recursion gracefully, needed by Metal causing BasePassTessellation.usf to include BasePassVertexShader.usf Change 3505491 by Rolando.Caloca DR - Fix crash on first frame of particles on modern APIs Change 3505557 by Chris.Bunner [Duplicate] Workaround for outdated shader map crash. #jira UE-46061 Change 3506071 by Rolando.Caloca DR - Vulkan fixes - Fix copy out of bounds reading textures to CPU - Defer event deletion - Split validation for errors and warnings - Skip validation error about attachment not used Change 3506698 by Guillaume.Abadie Fixes Composure alpha channel clobering and performance regression in bloom and tonemapper passes caused by scene capture API compatibility breakage brought by Fortnite merge. Change 3506797 by Rolando.Caloca DR - Fix static analysis #jira UE-46428 Change 3506861 by Rolando.Caloca DR - Fix crash due to layering violation #jira UE-46424 #jira UE-46431 Change 3508098 by Rolando.Caloca DR - Fix for Vulkan ES31 crash - Fix for AMD ensure Change 3508123 by Rolando.Caloca DR - Disable occlusion queries on Vulkan to avoid flickering - Fix for bad HZB & cube mips on Vulkan (now using RHIGenerateMips) - Fix for decal blending #jira UE-46376 Change 3509064 by Uriel.Doyon Changing the logic arround generating an error when HasHadBulkDataCleared() so that it only triggers if the DDC are not found. #jira UE-46427 Change 3509854 by Marc.Olano Fix 2D Sobol gray code numbers. Just changes some numbers in initialization tables, so no effect on existing tests or content. Change 3509920 by Marcus.Wassmer Fix LPV fastvram ensure Change 3509937 by Rolando.Caloca DR - Fix crash due to deleted viewport #jira UE-46281 Change 3509988 by Marcus.Wassmer Roll back part of Sobol fix to avoid full shader recompile for integration. Change 3510255 by Rolando.Caloca DR - Fix popup window ensure #jira UE-46511 Change 3510646 by Marcus.Wassmer fix ios compiles Change 3511442 by Rolando.Caloca DR - Change mesh simplification check to ensure/checkslow to unblock #jira UE-46538 DONE! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CHANGES WITH MULTIPLE PLATFORMS!!! YOU MUST COPY THESE INTO THE OTHER ONES AS MAKES SENSE!! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Change 3467095 by Guillaume.Abadie Nukes all += TEXT(".usf") #jira UE-45530 Change 3475084 by Guillaume.Abadie Fixes compilation failure of the shader compiler on PS4 and XboxOne Change 3477464 by Guillaume.Abadie Fixes dumpshaderinfo that generate unecessary sub directory, breaking shell scripts. Change 3494395 by Guillaume.Abadie Moves all engine shader files into Public and Private directory, and introduce the .ush extensions for header file that do not contains entry points. DONE! [CL 3511602 by Marcus Wassmer in Main branch]
2017-06-27 11:38:28 -04:00
Text += Input.DumpDebugInfoPath / Input.GetSourceFilename();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
Text += TEXT(" -cflags=");
Text += FString::Printf(TEXT("%llu"), Input.Environment.CompilerFlags.GetData());
if (CCFlags)
{
Text += TEXT(" -hlslccflags=");
Text += FString::Printf(TEXT("%u"), CCFlags);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
// When we're running in directcompile mode, we don't to spam the crash reporter
Text += TEXT(" -nocrashreports");
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
return Text;
}
static FString CreateShaderConductorCommandLine(const FShaderCompilerInput& Input, const FString& SourceFilename, EShaderConductorTarget SCTarget)
{
const TCHAR* Stage = nullptr;
switch (Input.Target.GetFrequency())
{
case SF_Vertex: Stage = TEXT("vs"); break;
case SF_Pixel: Stage = TEXT("ps"); break;
case SF_Geometry: Stage = TEXT("gs"); break;
case SF_Compute: Stage = TEXT("cs"); break;
default: return FString();
}
const TCHAR* Target = nullptr;
switch (SCTarget)
{
case EShaderConductorTarget::Dxil: Target = TEXT("dxil"); break;
case EShaderConductorTarget::Spirv: Target = TEXT("spirv"); break;
default: return FString();
}
FString CmdLine = TEXT("-E ") + Input.EntryPointName;
//CmdLine += TEXT("-O ") + *(CompilerInfo.Input.D);
CmdLine += TEXT(" -S ") + FString(Stage);
CmdLine += TEXT(" -T ");
CmdLine += Target;
CmdLine += TEXT(" -I ") + (Input.DumpDebugInfoPath / SourceFilename);
return CmdLine;
}
SHADERCOMPILERCOMMON_API void WriteShaderConductorCommandLine(const FShaderCompilerInput& Input, const FString& SourceFilename, EShaderConductorTarget Target)
{
FArchive* FileWriter = IFileManager::Get().CreateFileWriter(*(Input.DumpDebugInfoPath / TEXT("ShaderConductorCmdLine.txt")));
if (FileWriter)
{
FString CmdLine = CreateShaderConductorCommandLine(Input, SourceFilename, Target);
FileWriter->Serialize(TCHAR_TO_ANSI(*CmdLine), CmdLine.Len());
FileWriter->Close();
delete FileWriter;
}
}
static uint32 Mali_ExtractNumberInstructions(const FString &MaliOutput)
{
uint32 ReturnedNum = 0;
// Parse the instruction count
int32 InstructionStringLength = FPlatformString::Strlen(TEXT("Instructions Emitted:"));
int32 InstructionsIndex = MaliOutput.Find(TEXT("Instructions Emitted:"));
// new version of mali offline compiler uses a different string in its output
if (InstructionsIndex == INDEX_NONE)
{
InstructionStringLength = FPlatformString::Strlen(TEXT("Total instruction cycles:"));
InstructionsIndex = MaliOutput.Find(TEXT("Total instruction cycles:"));
}
if (InstructionsIndex != INDEX_NONE && InstructionsIndex + InstructionStringLength < MaliOutput.Len())
{
const int32 EndIndex = MaliOutput.Find(TEXT("\n"), ESearchCase::IgnoreCase, ESearchDir::FromStart, InstructionsIndex + InstructionStringLength);
if (EndIndex != INDEX_NONE)
{
int32 StartIndex = InstructionsIndex + InstructionStringLength;
bool bFoundNrStart = false;
int32 NumberIndex = 0;
while (StartIndex < EndIndex)
{
if (FChar::IsDigit(MaliOutput[StartIndex]) && !bFoundNrStart)
{
// found number's beginning
bFoundNrStart = true;
NumberIndex = StartIndex;
}
else if (FChar::IsWhitespace(MaliOutput[StartIndex]) && bFoundNrStart)
{
// found number's end
bFoundNrStart = false;
const FString NumberString = MaliOutput.Mid(NumberIndex, StartIndex - NumberIndex);
const float fNrInstructions = FCString::Atof(*NumberString);
ReturnedNum += (uint32)FMath::Max(0.0, ceil(fNrInstructions));
}
++StartIndex;
}
}
}
return ReturnedNum;
}
static FString Mali_ExtractErrors(const FString &MaliOutput)
{
FString ReturnedErrors;
const int32 GlobalErrorIndex = MaliOutput.Find(TEXT("Compilation failed."));
// find each 'line' that begins with token "ERROR:" and copy it to the returned string
if (GlobalErrorIndex != INDEX_NONE)
{
int32 CompilationErrorIndex = MaliOutput.Find(TEXT("ERROR:"));
while (CompilationErrorIndex != INDEX_NONE)
{
int32 EndLineIndex = MaliOutput.Find(TEXT("\n"), ESearchCase::CaseSensitive, ESearchDir::FromStart, CompilationErrorIndex + 1);
EndLineIndex = EndLineIndex == INDEX_NONE ? MaliOutput.Len() - 1 : EndLineIndex;
ReturnedErrors += MaliOutput.Mid(CompilationErrorIndex, EndLineIndex - CompilationErrorIndex + 1);
CompilationErrorIndex = MaliOutput.Find(TEXT("ERROR:"), ESearchCase::CaseSensitive, ESearchDir::FromStart, EndLineIndex);
}
}
return ReturnedErrors;
}
void CompileOfflineMali(const FShaderCompilerInput& Input, FShaderCompilerOutput& ShaderOutput, const ANSICHAR* ShaderSource, const int32 SourceSize, bool bVulkanSpirV, const ANSICHAR* VulkanSpirVEntryPoint)
{
const bool bCompilerExecutableExists = FPaths::FileExists(Input.ExtraSettings.OfflineCompilerPath);
if (bCompilerExecutableExists)
{
const auto Frequency = (EShaderFrequency)Input.Target.Frequency;
const FString WorkingDir(FPlatformProcess::ShaderDir());
FString CompilerPath = Input.ExtraSettings.OfflineCompilerPath;
FString CompilerCommand = "";
// add process and thread ids to the file name to avoid collision between workers
auto ProcID = FPlatformProcess::GetCurrentProcessId();
auto ThreadID = FPlatformTLS::GetCurrentThreadId();
FString GLSLSourceFile = WorkingDir / TEXT("GLSLSource#") + FString::FromInt(ProcID) + TEXT("#") + FString::FromInt(ThreadID);
// setup compilation arguments
TCHAR *FileExt = nullptr;
switch (Frequency)
{
case SF_Vertex:
GLSLSourceFile += bVulkanSpirV ? TEXT(".spv") : TEXT(".vert");
CompilerCommand += TEXT(" -v");
break;
case SF_Pixel:
GLSLSourceFile += bVulkanSpirV ? TEXT(".spv") : TEXT(".frag");
CompilerCommand += TEXT(" -f");
break;
case SF_Geometry:
GLSLSourceFile += bVulkanSpirV ? TEXT(".spv") : TEXT(".geom");
CompilerCommand += TEXT(" -g");
break;
case SF_Compute:
GLSLSourceFile += bVulkanSpirV ? TEXT(".spv") : TEXT(".comp");
CompilerCommand += TEXT(" -C");
break;
default:
GLSLSourceFile += TEXT(".shd");
break;
}
if (bVulkanSpirV)
{
CompilerCommand += FString::Printf(TEXT(" -y %s -p"), ANSI_TO_TCHAR(VulkanSpirVEntryPoint));
}
else
{
CompilerCommand += TEXT(" -s");
}
FArchive* Ar = IFileManager::Get().CreateFileWriter(*GLSLSourceFile, FILEWRITE_EvenIfReadOnly);
if (Ar == nullptr)
{
return;
}
// write out the shader source to a file and use it below as input for the compiler
Ar->Serialize((void*)ShaderSource, SourceSize);
delete Ar;
FString StdOut;
FString StdErr;
int32 ReturnCode = 0;
// Since v6.2.0, Mali compiler needs to be started in the executable folder or it won't find "external/glslangValidator" for Vulkan
FString CompilerWorkingDirectory = FPaths::GetPath(CompilerPath);
if (!CompilerWorkingDirectory.IsEmpty() && FPaths::DirectoryExists(CompilerWorkingDirectory))
{
// compiler command line contains flags and the GLSL source file name
CompilerCommand += " " + FPaths::ConvertRelativePathToFull(GLSLSourceFile);
// Run Mali shader compiler and wait for completion
FPlatformProcess::ExecProcess(*CompilerPath, *CompilerCommand, &ReturnCode, &StdOut, &StdErr, *CompilerWorkingDirectory);
}
else
{
StdErr = "Couldn't find Mali offline compiler at " + CompilerPath;
}
// parse Mali's output and extract instruction count or eventual errors
ShaderOutput.bSucceeded = (ReturnCode >= 0);
if (ShaderOutput.bSucceeded)
{
// check for errors
if (StdErr.Len())
{
ShaderOutput.bSucceeded = false;
FShaderCompilerError& NewError = ShaderOutput.Errors.AddDefaulted_GetRef();
NewError.StrippedErrorMessage = TEXT("[Mali Offline Complier]\n") + StdErr;
}
else
{
FString Errors = Mali_ExtractErrors(StdOut);
if (Errors.Len())
{
FShaderCompilerError& NewError = ShaderOutput.Errors.AddDefaulted_GetRef();
NewError.StrippedErrorMessage = TEXT("[Mali Offline Complier]\n") + Errors;
ShaderOutput.bSucceeded = false;
}
}
// extract instruction count
if (ShaderOutput.bSucceeded)
{
ShaderOutput.NumInstructions = Mali_ExtractNumberInstructions(StdOut);
}
}
// we're done so delete the shader file
IFileManager::Get().Delete(*GLSLSourceFile, true, true);
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3006421) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2998081 on 2016/06/02 by Rolando.Caloca DR - Update vulkan headers to 1.0.13.0 Change 2998087 on 2016/06/02 by Rolando.Caloca DR - Added r.DumpShaderDebugWorkerCommandLine to dump a batch file containing a command line for SCW's -directcompile mode Change 2998092 on 2016/06/02 by Rolando.Caloca DR - Updated ThirdParty/glslang to 1.0.13.0 Change 2998113 on 2016/06/02 by Martin.Mittring Added -Deterministic and -BuildName=... as command line option for Screenshot verification Change 2998115 on 2016/06/02 by Martin.Mittring optimied Tonemapper sharpen 25->17 instructions fixes: very bright HDR pixel appeared to not be antialiased no blonger blurs very bright pixels (we could bring that back if needed but counters the sharpen) moved one multipy into C++ Added debug visualization (HLSL define) Change 2998132 on 2016/06/02 by Rolando.Caloca DR - Remove auto from VulkanRHI wherever possible Change 2998148 on 2016/06/02 by Rolando.Caloca DR - Move FVulkanPendingState out of device and into cmd list for more RHI thread fixes Change 2998180 on 2016/06/02 by Rolando.Caloca DR - Temp fix for (bogus?) fence validation warning using VULKAN_REUSE_FENCES=0 - Check we are not asking for a VkFormat out of bounds (ie only works with core formats) Change 2998293 on 2016/06/02 by Rolando.Caloca DR - Add support for BC6H & BC7 in desktop Vulkan Change 2998419 on 2016/06/02 by Brian.Karis Optimized CountBits Change 2998480 on 2016/06/02 by Rolando.Caloca DR - Fix for RHI thread failing in an ensure on es31 (doesn't happen on bypass as the ensure is inside RHI cmd list) Change 2998486 on 2016/06/02 by Martin.Mittring fixed ES2 shader compile Change 2998527 on 2016/06/02 by Daniel.Wright Added cvar r.StencilForLODDither, which is compiled into shaders and forces a full prepass when enabled. This allows r.EarlyZPass to remain changeable at runtime (when not forced to a value by features that are enabled). Change 2998531 on 2016/06/02 by Daniel.Wright Fixed Pixel Normal Offset refraction mode with materials using world space normals Change 2998568 on 2016/06/02 by Rolando.Caloca DR - Fix typo Change 2998630 on 2016/06/02 by Rolando.Caloca DR - Relaxed glslang strictness to get Pos tCombineLUTs working - Reenabled Post CombineLUTs on Vulkan - Removed some extra glsl output from Vulkan backend - Fixed RHI thread uniform buffer assert Change 2998639 on 2016/06/02 by Brian.Karis Fix for crash when removing instances while lighting is building Change 2998640 on 2016/06/02 by Martin.Mittring added r.ResetViewState to allow for more deterministic rendering made SSR FrameRandom resetable by not using FrameNumber (Note: SSR on a view without state was flickering before, not it's stabele and doesn't flicker) Change 2998790 on 2016/06/02 by Martin.Mittring minor optimization to SSR Change 2999849 on 2016/06/03 by Martin.Mittring fixed issue with sort order Change 3000340 on 2016/06/03 by Rolando.Caloca DR - Integrate change from 3000177 Workaround for random crash shutting down D3D11/NV driver jira UE-18906 Change 3000422 on 2016/06/03 by Rolando.Caloca DR - Mirror change in Odin Change 3000571 on 2016/06/03 by Rolando.Caloca DR - Vulkan SM4 prep Change 3001652 on 2016/06/06 by Gil.Gribb Merging //UE4/Dev-Main@3001532 to Dev-Rendering (//UE4/Dev-Rendering) Change 3001935 on 2016/06/06 by Gil.Gribb UE4 - Fixed botched merge Change 3002390 on 2016/06/06 by Gil.Gribb UE4 - Added code to prevent flooding of rendering thread with heartbeats. Change 3002442 on 2016/06/06 by Martin.Mittring Moved ImageInvalidator out of NotForLicensees - V1.0 works well enough Change 3002460 on 2016/06/06 by Martin.Mittring fixed missing file in ImageValidator added .exe to extras Change 3002514 on 2016/06/06 by Martin.Mittring added OpenSubDiv 3.0.2, not yet used Change 3002536 on 2016/06/06 by Martin.Mittring fixed help text on cvar Change 3002647 on 2016/06/06 by Martin.Mittring adding r.ResetViewState to RenderOutputValidation added r.Streaming.FramesForFullUpdate to r.DisplayInternals #code_review:Benjamin.Hyder Change 3002945 on 2016/06/06 by Rolando.Caloca DR - Fix hlslcc issue with access to matrix elements: This would fail: M._m30 += f; - Fixed IRDump for matrix swizzled - Fix hlslcc_exe not linking Change 3002979 on 2016/06/06 by John.Billon DDS unsupported format error #Jira UE-24529 Change 3002983 on 2016/06/06 by Martin.Mittring split FPixelShaderInOut in in and out Change 3003011 on 2016/06/06 by Martin.Mittring updated OpenSubDiv to 3.0.2 Fixed SubDivisonRendring by using OpenSubDiv Change 3003264 on 2016/06/06 by Daniel.Wright Fixed bUseSingleSampleShadowFromStationaryLights on particles Change 3003296 on 2016/06/06 by Daniel.Wright Renamed files Forward* to Mobile* Change 3003350 on 2016/06/06 by Daniel.Wright Improved "Repaired Painted Vertex Colors" log message. This is now done once on levels at load in the editor, instead of for every component (massive log spam). Total load time caused by the fixup is reported. Change 3003815 on 2016/06/07 by Chris.Bunner Updating to more recent D3DCompiler DLL, seeing up to 2x speed-up in testing. Removed compiler override cvar. #jira UE-28574 Change 3003827 on 2016/06/07 by Gil.Gribb UE4 - Increased stack sizes for thread pools. Change 3003971 on 2016/06/07 by Martin.Mittring fixed compiler warnings Change 3004028 on 2016/06/07 by Rolando.Caloca DR - Update glslang exe Change 3004555 on 2016/06/07 by Rolando.Caloca DR - vk - Fix validation warning Change 3004637 on 2016/06/07 by Martin.Mittring fixed compiler warning Change 3004841 on 2016/06/07 by Daniel.Wright Fix for shadowed variable Change 3005044 on 2016/06/07 by Daniel.Wright SubUV Animations can get opacity information from any channel of the source texture Change 3005057 on 2016/06/07 by Daniel.Wright Renamed ForwardShading* to Mobile* Change 3005135 on 2016/06/07 by Uriel.Doyon Moving wanted mip computation (according to budget) to async task. Update "stat streaming" to show visible mips and also loading progression. Fixed overly wanted mip issue cause be max range clamping. Optimized cost of the texture streamer on the gamethread. Character, Terrain and Forced Load are now loaded with priority in the AsyncIO Reduced streaming temp memory requirements on PS4. Async streaming task now runs in parallel to the incremental update. Fixed bug with bProcessEverything not working as expected in UpdateResourceStreaming. Fixed metrics with HiddenScale being applied in addition to overbudget limitation. Improved budget stability when using split load request (one for visible mips + one for hidden mips) Implemented a more agressive visibility test (used to be a seen in the last 5 sec, now closer to .5) Streaming stats are now within a single class named FTextureStreamingStats and updated in a single function. Cleanup of FStreamingTexture state update into a single function (UpdateDynamicData). Retention logic now drops texture based on the last render time (for non visible textures) to reduce looping effects. Change 3005207 on 2016/06/07 by Uriel.Doyon Fixed warning [CL 3006426 by Gil Gribb in Main branch]
2016-06-08 16:02:23 -04:00
// sensible default path size; TStringBuilder will allocate if it needs to
const FString GetDebugFileName(
const FShaderCompilerInput& Input,
const UE::ShaderCompilerCommon::FDebugShaderDataOptions& Options,
const TCHAR* BaseFilename)
{
TStringBuilder<512> PathBuilder;
const TCHAR* Prefix = (Options.FilenamePrefix && *Options.FilenamePrefix) ? Options.FilenamePrefix : TEXT("");
FStringView Filename = (BaseFilename && *BaseFilename) ? BaseFilename : Input.GetSourceFilenameView();
FPathViews::Append(PathBuilder, Input.DumpDebugInfoPath, Prefix);
PathBuilder << Filename;
return PathBuilder.ToString();
}
namespace UE::ShaderCompilerCommon
{
FString FDebugShaderDataOptions::GetDebugShaderPath(const FShaderCompilerInput& Input) const
{
return GetDebugFileName(Input, *this, OverrideBaseFilename);
}
void FBaseShaderFormat::OutputDebugData(
const FShaderCompilerInput& Input,
const FShaderPreprocessOutput& PreprocessOutput,
const FShaderCompilerOutput& Output) const
{
DumpExtendedDebugShaderData(Input, PreprocessOutput, Output);
}
void DumpDebugShaderData(const FShaderCompilerInput& Input, const FString& PreprocessedSource, const FDebugShaderDataOptions& Options)
{
if (!Input.DumpDebugInfoEnabled())
{
return;
}
FString Contents = UE::ShaderCompilerCommon::GetDebugShaderContents(Input, PreprocessedSource, Options);
FFileHelper::SaveStringToFile(Contents, *Options.GetDebugShaderPath(Input));
if (EnumHasAnyFlags(Input.DebugInfoFlags, EShaderDebugInfoFlags::DirectCompileCommandLine) && !Options.bSourceOnly)
{
FFileHelper::SaveStringToFile(CreateShaderCompilerWorkerDirectCommandLine(Input), *GetDebugFileName(Input, Options, TEXT("DirectCompile.txt")));
}
for (const FDebugShaderDataOptions::FAdditionalOutput& AdditionalOutput : Options.AdditionalOutputs)
{
FFileHelper::SaveStringToFile(AdditionalOutput.Data, *GetDebugFileName(Input, Options, AdditionalOutput.BaseFileName));
}
}
void DumpExtendedDebugShaderData(
const FShaderCompilerInput& Input,
const FShaderPreprocessOutput& PreprocessOutput,
const FShaderCompilerOutput& Output,
const FDebugShaderDataOptions& Options)
{
const FString& SourceToDump = Output.ModifiedShaderSource.IsEmpty() ? PreprocessOutput.GetUnstrippedSource() : Output.ModifiedShaderSource;
DumpDebugShaderData(Input, SourceToDump, Options);
FFileHelper::SaveStringToFile(Output.OutputHash.ToString(), *GetDebugFileName(Input, Options, TEXT("OutputHash.txt")), FFileHelper::EEncodingOptions::ForceAnsi);
if (EnumHasAnyFlags(Input.DebugInfoFlags, EShaderDebugInfoFlags::Diagnostics))
{
FString Merged;
for (const FShaderCompilerError& Diag : Output.Errors)
{
Merged += Diag.GetErrorStringWithLineMarker() + "\n";
}
if (!Merged.IsEmpty())
{
FFileHelper::SaveStringToFile(Merged, *GetDebugFileName(Input, Options, TEXT("Diagnostics.txt")), FFileHelper::EEncodingOptions::ForceAnsi);
}
}
if (EnumHasAnyFlags(Input.DebugInfoFlags, EShaderDebugInfoFlags::InputHash))
{
FFileHelper::SaveStringToFile(LexToString(Input.Hash), *GetDebugFileName(Input, Options, TEXT("InputHash.txt")), FFileHelper::EEncodingOptions::ForceAnsi);
}
for (const FDebugShaderDataOptions::FAdditionalOutput& AdditionalOutput : Options.AdditionalOutputs)
{
FFileHelper::SaveStringToFile(AdditionalOutput.Data, *GetDebugFileName(Input, Options, AdditionalOutput.BaseFileName), FFileHelper::EEncodingOptions::ForceAnsi);
}
}
FString GetDebugShaderContents(const FShaderCompilerInput& Input, const FString& PreprocessedSource, const FDebugShaderDataOptions& Options)
{
FString Contents = Options.AppendPreSource ? Options.AppendPreSource() : FString();
Contents += PreprocessedSource;
if (Options.AppendPostSource)
{
Contents += Options.AppendPostSource();
}
Contents += TEXT("\n");
Contents += CrossCompiler::CreateResourceTableFromEnvironment(Input.Environment);
Contents += TEXT("#if 0 /*DIRECT COMPILE*/\n");
Contents += CreateShaderCompilerWorkerDirectCommandLine(Input, Options.HlslCCFlags);
Contents += TEXT("\n#endif /*DIRECT COMPILE*/\n");
if (!Input.DebugDescription.IsEmpty())
{
Contents += TEXT("//");
Contents += Input.DebugDescription;
Contents += TEXT("\n");
}
return Contents;
}
}
void DumpDebugShaderText(const FShaderCompilerInput& Input, const FString& InSource, const FString& FileExtension)
{
FTCHARToUTF8 StringConverter(InSource.GetCharArray().GetData(), InSource.Len());
// Provide mutable container to pass string to FArchive inside inner function
TArray<ANSICHAR> SourceAnsi;
SourceAnsi.SetNum(InSource.Len() + 1);
FCStringAnsi::Strncpy(SourceAnsi.GetData(), (ANSICHAR*)StringConverter.Get(), SourceAnsi.Num());
// Forward temporary container to primary function
DumpDebugShaderText(Input, SourceAnsi.GetData(), InSource.Len(), FileExtension);
}
void DumpDebugShaderText(const FShaderCompilerInput& Input, ANSICHAR* InSource, int32 InSourceLength, const FString& FileExtension)
{
DumpDebugShaderBinary(Input, InSource, InSourceLength * sizeof(ANSICHAR), FileExtension);
}
void DumpDebugShaderText(const FShaderCompilerInput& Input, ANSICHAR* InSource, int32 InSourceLength, const FString& FileName, const FString& FileExtension)
{
DumpDebugShaderBinary(Input, InSource, InSourceLength * sizeof(ANSICHAR), FileName, FileExtension);
}
void DumpDebugShaderBinary(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension)
{
if (InData != nullptr && InDataByteSize > 0 && !FileExtension.IsEmpty())
{
const FString Filename = Input.DumpDebugInfoPath / FPaths::GetBaseFilename(Input.GetSourceFilename()) + TEXT(".") + FileExtension;
if (TUniquePtr<FArchive> FileWriter = TUniquePtr<FArchive>(IFileManager::Get().CreateFileWriter(*Filename)))
{
FileWriter->Serialize(InData, InDataByteSize);
FileWriter->Close();
}
}
}
void DumpDebugShaderBinary(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileName, const FString& FileExtension)
{
if (InData != nullptr && InDataByteSize > 0 && !FileExtension.IsEmpty())
{
const FString Filename = Input.DumpDebugInfoPath / FileName + TEXT(".") + FileExtension;
if (TUniquePtr<FArchive> FileWriter = TUniquePtr<FArchive>(IFileManager::Get().CreateFileWriter(*Filename)))
{
FileWriter->Serialize(InData, InDataByteSize);
FileWriter->Close();
}
}
}
static void DumpDebugShaderDisassembled(const FShaderCompilerInput& Input, CrossCompiler::EShaderConductorIR Language, void* InData, int32 InDataByteSize, const FString& FileExtension)
{
if (InData != nullptr && InDataByteSize > 0 && !FileExtension.IsEmpty())
{
TArray<ANSICHAR> AssemblyText;
if (CrossCompiler::FShaderConductorContext::Disassemble(Language, InData, InDataByteSize, AssemblyText))
{
// Assembly text contains NUL terminator, so text lenght is |array|-1
DumpDebugShaderText(Input, AssemblyText.GetData(), AssemblyText.Num() - 1, FileExtension);
}
}
}
void DumpDebugShaderDisassembledSpirv(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension)
{
DumpDebugShaderDisassembled(Input, CrossCompiler::EShaderConductorIR::Spirv, InData, InDataByteSize, FileExtension);
}
void DumpDebugShaderDisassembledDxil(const FShaderCompilerInput& Input, void* InData, int32 InDataByteSize, const FString& FileExtension)
{
DumpDebugShaderDisassembled(Input, CrossCompiler::EShaderConductorIR::Dxil, InData, InDataByteSize, FileExtension);
}
namespace CrossCompiler
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
FString CreateResourceTableFromEnvironment(const FShaderCompilerEnvironment& Environment)
{
FString Line = TEXT("\n#if 0 /*BEGIN_RESOURCE_TABLES*/\n");
for (auto Pair : Environment.UniformBufferMap)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
{
Line += FString::Printf(TEXT("%s, %d\n"), *Pair.Key, Pair.Value.LayoutHash);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
Line += TEXT("NULL, 0\n");
for (const FUniformResourceEntry& Entry : Environment.ResourceTableMap.Resources)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
{
Line += FString::Printf(TEXT("%s, %s, %d, %d\n"), Entry.UniformBufferMemberName, *FString(Entry.GetUniformBufferName()), Entry.Type, Entry.ResourceIndex);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
Line += TEXT("NULL, NULL, 0, 0\n");
Line += TEXT("#endif /*END_RESOURCE_TABLES*/\n");
return Line;
}
void CreateEnvironmentFromResourceTable(const FString& String, FShaderCompilerEnvironment& OutEnvironment)
{
FString Prolog = TEXT("#if 0 /*BEGIN_RESOURCE_TABLES*/");
int32 FoundBegin = String.Find(Prolog, ESearchCase::CaseSensitive);
if (FoundBegin == INDEX_NONE)
{
return;
}
int32 FoundEnd = String.Find(TEXT("#endif /*END_RESOURCE_TABLES*/"), ESearchCase::CaseSensitive, ESearchDir::FromStart, FoundBegin);
if (FoundEnd == INDEX_NONE)
{
return;
}
// +1 for EOL
const TCHAR* Ptr = &String[FoundBegin + 1 + Prolog.Len()];
while (*Ptr == '\r' || *Ptr == '\n')
{
++Ptr;
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
const TCHAR* PtrEnd = &String[FoundEnd];
while (Ptr < PtrEnd)
{
FString UB;
if (!CrossCompiler::ParseIdentifier(Ptr, UB))
{
return;
}
if (!CrossCompiler::Match(Ptr, TEXT(", ")))
{
return;
}
int32 Hash;
if (!CrossCompiler::ParseSignedNumber(Ptr, Hash))
{
return;
}
// Optional \r
CrossCompiler::Match(Ptr, '\r');
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
if (!CrossCompiler::Match(Ptr, '\n'))
{
return;
}
if (UB == TEXT("NULL") && Hash == 0)
{
break;
}
FUniformBufferEntry& UniformBufferEntry = OutEnvironment.UniformBufferMap.FindOrAdd(UB);
UniformBufferEntry.LayoutHash = (uint32)Hash;
if (!UniformBufferEntry.MemberNameBuffer)
{
TArray<TCHAR>* MemberNameBuffer = new TArray<TCHAR>();
UniformBufferEntry.MemberNameBuffer = MakeShareable(MemberNameBuffer);
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
// Need to iterate through Uniform Buffer Map to add strings to correct MemberNameBuffer storage
auto UniformBufferMapIt = OutEnvironment.UniformBufferMap.begin();
// If we exit parse early due to error, we still want to fixup the string names for the members we found,
// so the partial data isn't corrupt.
struct FFixupOnExit
{
FFixupOnExit(FShaderCompilerEnvironment& OutEnvironment) : Environment(OutEnvironment) {}
~FFixupOnExit()
{
Environment.ResourceTableMap.FixupOnLoad(Environment.UniformBufferMap);
}
FShaderCompilerEnvironment& Environment;
};
FFixupOnExit FixupOnExit(OutEnvironment);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
while (Ptr < PtrEnd)
{
FString Name;
if (!CrossCompiler::ParseIdentifier(Ptr, Name))
{
return;
}
if (!CrossCompiler::Match(Ptr, TEXT(", ")))
{
return;
}
FString UB;
if (!CrossCompiler::ParseIdentifier(Ptr, UB))
{
return;
}
if (!CrossCompiler::Match(Ptr, TEXT(", ")))
{
return;
}
int32 Type;
if (!CrossCompiler::ParseSignedNumber(Ptr, Type))
{
return;
}
if (!CrossCompiler::Match(Ptr, TEXT(", ")))
{
return;
}
int32 ResourceIndex;
if (!CrossCompiler::ParseSignedNumber(Ptr, ResourceIndex))
{
return;
}
// Optional
CrossCompiler::Match(Ptr, '\r');
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
if (!CrossCompiler::Match(Ptr, '\n'))
{
return;
}
if (Name == TEXT("NULL") && UB == TEXT("NULL") && Type == 0 && ResourceIndex == 0)
{
break;
}
// Advance the uniform buffer map if this is a different UB name
while (UniformBufferMapIt.Key() != UB)
{
++UniformBufferMapIt;
if (UniformBufferMapIt == OutEnvironment.UniformBufferMap.end())
{
return;
}
}
// Append the Name we parsed to the member name buffer
TArray<TCHAR>& Buffer = *UniformBufferMapIt.Value().MemberNameBuffer.Get();
uint32 MemberNameLength = Name.Len();
Buffer.Append(*Name, MemberNameLength + 1);
// The member name field of the entries is initialized at the end of parsing by the FixupOnLoad call from FFixupOnExit, so we can set it to nullptr here
OutEnvironment.ResourceTableMap.Resources.Add({
nullptr,
(uint8)UB.Len(),
(uint8)Type,
(uint16)ResourceIndex
});
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
}
/**
* Parse an error emitted by the HLSL cross-compiler.
* @param OutErrors - Array into which compiler errors may be added.
* @param InLine - A line from the compile log.
*/
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
void ParseHlslccError(TArray<FShaderCompilerError>& OutErrors, const FString& InLine, bool bUseAbsolutePaths)
{
const TCHAR* p = *InLine;
FShaderCompilerError& Error = OutErrors.AddDefaulted_GetRef();
// Copy the filename.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
while (*p && *p != TEXT('('))
{
Error.ErrorVirtualFilePath += (*p++);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
if (!bUseAbsolutePaths)
{
Error.ErrorVirtualFilePath = ParseVirtualShaderFilename(Error.ErrorVirtualFilePath);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
p++;
// Parse the line number.
int32 LineNumber = 0;
while (*p && *p >= TEXT('0') && *p <= TEXT('9'))
{
LineNumber = 10 * LineNumber + (*p++ - TEXT('0'));
}
Error.ErrorLineString = *FString::Printf(TEXT("%d"), LineNumber);
// Skip to the warning message.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
while (*p && (*p == TEXT(')') || *p == TEXT(':') || *p == TEXT(' ') || *p == TEXT('\t')))
{
p++;
}
Error.StrippedErrorMessage = p;
}
/** Map shader frequency -> string for messages. */
static const TCHAR* FrequencyStringTable[] =
{
TEXT("Vertex"),
TEXT("Mesh"),
TEXT("Amplification"),
TEXT("Pixel"),
TEXT("Geometry"),
TEXT("Compute"),
TEXT("RayGen"),
TEXT("RayMiss"),
TEXT("RayHitGroup"),
TEXT("RayCallable"),
};
/** Compile time check to verify that the GL mapping tables are up-to-date. */
static_assert(SF_NumFrequencies == UE_ARRAY_COUNT(FrequencyStringTable), "NumFrequencies changed. Please update tables.");
const TCHAR* GetFrequencyName(EShaderFrequency Frequency)
{
check((int32)Frequency >= 0 && Frequency < SF_NumFrequencies);
return FrequencyStringTable[Frequency];
}
FHlslccHeader::FHlslccHeader() :
Name(TEXT(""))
{
NumThreads[0] = NumThreads[1] = NumThreads[2] = 0;
}
bool FHlslccHeader::Read(const ANSICHAR*& ShaderSource, int32 SourceLen)
{
#define DEF_PREFIX_STR(Str) \
static const ANSICHAR* Str##Prefix = "// @" #Str ": "; \
static const int32 Str##PrefixLen = FCStringAnsi::Strlen(Str##Prefix)
DEF_PREFIX_STR(Inputs);
DEF_PREFIX_STR(Outputs);
DEF_PREFIX_STR(UniformBlocks);
DEF_PREFIX_STR(Uniforms);
DEF_PREFIX_STR(PackedGlobals);
DEF_PREFIX_STR(PackedUB);
DEF_PREFIX_STR(PackedUBCopies);
DEF_PREFIX_STR(PackedUBGlobalCopies);
DEF_PREFIX_STR(Samplers);
DEF_PREFIX_STR(UAVs);
DEF_PREFIX_STR(SamplerStates);
VKRT: Add ray tracing shader types Add initial ray tracing pipeline creation Add acceleration structure descriptor type Add basic ray tracing pipeline, occlusion support initially Strip reflection from ray tracing shader spirv to deal with validation warnings Don't use an array of vk descriptor types directly, this breaks with non-contiguous enum values which are common in extensions. Using a TMap from descriptor type to values instead. Don't store vk types in the serialized shader header, translate to and from our own internal enum types to avoid similar non-contiguous value issues. Re-enabled ray tracing compilation on windows desktop, explicitly disable runtime support using GRHISupportsRayTracing Todo: We need to deal with the lack of a 1:1 mapping between shader stages and frequencies for ray tracing hit groups. This is a one to many mapping which doesn't work with how most of the Vulkan RHI is authored. For now I'm assuming a hitgroup maps to a CHS. Ray tracing shader descriptor allocation and pending state support. While we are serializing the descriptors for ray tracing shaders, we're not allocating or updating them yet which is the last large chunk needed to trace rays. Fix spirv binary version mismatch validation error. This basically needs a local dxc modification which explicitly sets the spirv binary version to work around incorrect assuptions in dxc which is causing validation failures. Add another local dxc modification to allow for arbirary struct size support using VK_EXT_scalar_block_layout for ray tracing shaders. #rb jeannoe.morissette, lukas.hermanns #ROBOMERGE-SOURCE: CL 16711940 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16711955 by ryan vance in ue5-release-engine-test branch]
2021-06-17 17:15:40 -04:00
DEF_PREFIX_STR(AccelerationStructures);
DEF_PREFIX_STR(NumThreads);
#undef DEF_PREFIX_STR
// Skip any comments that come before the signature.
while (FCStringAnsi::Strncmp(ShaderSource, "//", 2) == 0 &&
FCStringAnsi::Strncmp(ShaderSource + 2, " !", 2) != 0 &&
FCStringAnsi::Strncmp(ShaderSource + 2, " @", 2) != 0)
{
ShaderSource += 2;
while (*ShaderSource && *ShaderSource++ != '\n')
{
// Do nothing
}
}
// Read shader name if any
if (FCStringAnsi::Strncmp(ShaderSource, "// !", 4) == 0)
{
ShaderSource += 4;
while (*ShaderSource && *ShaderSource != '\n')
{
Name += (TCHAR)*ShaderSource;
++ShaderSource;
}
if (*ShaderSource == '\n')
{
++ShaderSource;
}
}
// Skip any comments that come before the signature.
while (FCStringAnsi::Strncmp(ShaderSource, "//", 2) == 0 &&
FCStringAnsi::Strncmp(ShaderSource + 2, " @", 2) != 0)
{
ShaderSource += 2;
while (*ShaderSource && *ShaderSource++ != '\n')
{
// Do nothing
}
}
if (FCStringAnsi::Strncmp(ShaderSource, InputsPrefix, InputsPrefixLen) == 0)
{
ShaderSource += InputsPrefixLen;
if (!ReadInOut(ShaderSource, Inputs))
{
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, OutputsPrefix, OutputsPrefixLen) == 0)
{
ShaderSource += OutputsPrefixLen;
if (!ReadInOut(ShaderSource, Outputs))
{
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, UniformBlocksPrefix, UniformBlocksPrefixLen) == 0)
{
ShaderSource += UniformBlocksPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FAttribute UniformBlock;
if (!ParseIdentifier(ShaderSource, UniformBlock.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, UniformBlock.Index))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
UniformBlocks.Add(UniformBlock);
if (Match(ShaderSource, '\n'))
{
break;
}
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, UniformsPrefix, UniformsPrefixLen) == 0)
{
// @todo-mobile: Will we ever need to support this code path?
check(0);
return false;
/*
ShaderSource += UniformsPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
uint16 ArrayIndex = 0;
uint16 Offset = 0;
uint16 NumComponents = 0;
FString ParameterName = ParseIdentifier(ShaderSource);
verify(ParameterName.Len() > 0);
verify(Match(ShaderSource, '('));
ArrayIndex = ParseNumber(ShaderSource);
verify(Match(ShaderSource, ':'));
Offset = ParseNumber(ShaderSource);
verify(Match(ShaderSource, ':'));
NumComponents = ParseNumber(ShaderSource);
verify(Match(ShaderSource, ')'));
ParameterMap.AddParameterAllocation(
*ParameterName,
ArrayIndex,
Offset * BytesPerComponent,
NumComponents * BytesPerComponent
);
if (ArrayIndex < OGL_NUM_PACKED_UNIFORM_ARRAYS)
{
PackedUniformSize[ArrayIndex] = FMath::Max<uint16>(
PackedUniformSize[ArrayIndex],
BytesPerComponent * (Offset + NumComponents)
);
}
// Skip the comma.
if (Match(ShaderSource, '\n'))
{
break;
}
verify(Match(ShaderSource, ','));
}
Match(ShaderSource, '\n');
*/
}
// @PackedGlobals: Global0(h:0,1),Global1(h:4,1),Global2(h:8,1)
if (FCStringAnsi::Strncmp(ShaderSource, PackedGlobalsPrefix, PackedGlobalsPrefixLen) == 0)
{
ShaderSource += PackedGlobalsPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FPackedGlobal PackedGlobal;
if (!ParseIdentifier(ShaderSource, PackedGlobal.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
PackedGlobal.PackedType = *ShaderSource++;
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedGlobal.Offset))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedGlobal.Count))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
PackedGlobals.Add(PackedGlobal);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
// Packed Uniform Buffers (Multiple lines)
// @PackedUB: CBuffer(0): CBMember0(0,1),CBMember1(1,1)
while (FCStringAnsi::Strncmp(ShaderSource, PackedUBPrefix, PackedUBPrefixLen) == 0)
{
ShaderSource += PackedUBPrefixLen;
FPackedUB PackedUB;
if (!ParseIdentifier(ShaderSource, PackedUB.Attribute.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUB.Attribute.Index))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!Match(ShaderSource, ' '))
{
return false;
}
while (*ShaderSource && *ShaderSource != '\n')
{
FPackedUB::FMember Member;
ParseIdentifier(ShaderSource, Member.Name);
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Member.Offset))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Member.Count))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
PackedUB.Members.Add(Member);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
PackedUBs.Add(PackedUB);
}
// @PackedUBCopies: 0:0-0:h:0:1,0:1-0:h:4:1,1:0-1:h:0:1
if (FCStringAnsi::Strncmp(ShaderSource, PackedUBCopiesPrefix, PackedUBCopiesPrefixLen) == 0)
{
ShaderSource += PackedUBCopiesPrefixLen;
if (!ReadCopies(ShaderSource, false, PackedUBCopies))
{
return false;
}
}
// @PackedUBGlobalCopies: 0:0-h:12:1,0:1-h:16:1,1:0-h:20:1
if (FCStringAnsi::Strncmp(ShaderSource, PackedUBGlobalCopiesPrefix, PackedUBGlobalCopiesPrefixLen) == 0)
{
ShaderSource += PackedUBGlobalCopiesPrefixLen;
if (!ReadCopies(ShaderSource, true, PackedUBGlobalCopies))
{
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, SamplersPrefix, SamplersPrefixLen) == 0)
{
ShaderSource += SamplersPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FSampler Sampler;
if (!ParseIdentifier(ShaderSource, Sampler.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Sampler.Offset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, Sampler.Count))
{
return false;
}
if (Match(ShaderSource, '['))
{
// Sampler States
do
{
FString SamplerState;
if (!ParseIdentifier(ShaderSource, SamplerState))
{
return false;
}
Sampler.SamplerStates.Add(SamplerState);
}
while (Match(ShaderSource, ','));
if (!Match(ShaderSource, ']'))
{
return false;
}
}
if (!Match(ShaderSource, ')'))
{
return false;
}
Samplers.Add(Sampler);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, UAVsPrefix, UAVsPrefixLen) == 0)
{
ShaderSource += UAVsPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FUAV UAV;
if (!ParseIdentifier(ShaderSource, UAV.Name))
{
return false;
}
if (!Match(ShaderSource, '('))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, UAV.Offset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, UAV.Count))
{
return false;
}
if (!Match(ShaderSource, ')'))
{
return false;
}
UAVs.Add(UAV);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, SamplerStatesPrefix, SamplerStatesPrefixLen) == 0)
{
ShaderSource += SamplerStatesPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FAttribute SamplerState;
if (!ParseIntegerNumber(ShaderSource, SamplerState.Index))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIdentifier(ShaderSource, SamplerState.Name))
{
return false;
}
SamplerStates.Add(SamplerState);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
}
VKRT: Add ray tracing shader types Add initial ray tracing pipeline creation Add acceleration structure descriptor type Add basic ray tracing pipeline, occlusion support initially Strip reflection from ray tracing shader spirv to deal with validation warnings Don't use an array of vk descriptor types directly, this breaks with non-contiguous enum values which are common in extensions. Using a TMap from descriptor type to values instead. Don't store vk types in the serialized shader header, translate to and from our own internal enum types to avoid similar non-contiguous value issues. Re-enabled ray tracing compilation on windows desktop, explicitly disable runtime support using GRHISupportsRayTracing Todo: We need to deal with the lack of a 1:1 mapping between shader stages and frequencies for ray tracing hit groups. This is a one to many mapping which doesn't work with how most of the Vulkan RHI is authored. For now I'm assuming a hitgroup maps to a CHS. Ray tracing shader descriptor allocation and pending state support. While we are serializing the descriptors for ray tracing shaders, we're not allocating or updating them yet which is the last large chunk needed to trace rays. Fix spirv binary version mismatch validation error. This basically needs a local dxc modification which explicitly sets the spirv binary version to work around incorrect assuptions in dxc which is causing validation failures. Add another local dxc modification to allow for arbirary struct size support using VK_EXT_scalar_block_layout for ray tracing shaders. #rb jeannoe.morissette, lukas.hermanns #ROBOMERGE-SOURCE: CL 16711940 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v835-16672529) [CL 16711955 by ryan vance in ue5-release-engine-test branch]
2021-06-17 17:15:40 -04:00
if (FCStringAnsi::Strncmp(ShaderSource, AccelerationStructuresPrefix, AccelerationStructuresPrefixLen) == 0)
{
ShaderSource += AccelerationStructuresPrefixLen;
while (*ShaderSource && *ShaderSource != '\n')
{
FAccelerationStructure AccelerationStructure;
if (!ParseIntegerNumber(ShaderSource, AccelerationStructure.Offset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIdentifier(ShaderSource, AccelerationStructure.Name))
{
return false;
}
AccelerationStructures.Add(AccelerationStructure);
if (Match(ShaderSource, '\n'))
{
break;
}
if (Match(ShaderSource, ','))
{
continue;
}
return false;
}
}
if (FCStringAnsi::Strncmp(ShaderSource, NumThreadsPrefix, NumThreadsPrefixLen) == 0)
{
ShaderSource += NumThreadsPrefixLen;
if (!ParseIntegerNumber(ShaderSource, NumThreads[0]))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!Match(ShaderSource, ' '))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, NumThreads[1]))
{
return false;
}
if (!Match(ShaderSource, ','))
{
return false;
}
if (!Match(ShaderSource, ' '))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, NumThreads[2]))
{
return false;
}
if (!Match(ShaderSource, '\n'))
{
return false;
}
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3219796 on 2016/12/02 by Rolando.Caloca DR - vk - Increase timeout to 60ms Change 3219884 on 2016/12/02 by Daniel.Wright Assert to help track down rare crash locking capsule indirect shadow vertex buffer Change 3219885 on 2016/12/02 by Daniel.Wright Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable' Change 3219886 on 2016/12/02 by Daniel.Wright Don't create projected shadows when r.ShadowQuality is 0 * Fixes crash in the forward path trying to render shadows * In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped Change 3219887 on 2016/12/02 by Daniel.Wright Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing Change 3219893 on 2016/12/02 by Daniel.Wright AMD AGS library with approved TPS Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below) Change 3219913 on 2016/12/02 by Daniel.Wright Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded Change 3220029 on 2016/12/02 by Daniel.Wright Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation). * A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials * Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials * FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet Change 3220108 on 2016/12/02 by Daniel.Wright Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present Change 3220504 on 2016/12/03 by Mark.Satterthwaite Metal Desktop Tessellation support from Unicorn. - Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4). - Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant. - Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation. - Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding. - Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default. - Epic: Various fixes to Layered Rendering for Metal. - Omits Mobile Tessellation support which needs further revision. Change 3220881 on 2016/12/04 by Mark.Satterthwaite Compiles fixes for iOS & static analysis fixes from Windows. Change 3221180 on 2016/12/05 by Guillaume.Abadie Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time. Change 3221217 on 2016/12/05 by Chris.Bunner More NVAPI warning fixups. Change 3221219 on 2016/12/05 by Chris.Bunner When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent. #jira UE-37792 Change 3221220 on 2016/12/05 by Chris.Bunner Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames. #jira UE-35132 Change 3221221 on 2016/12/05 by Chris.Bunner PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser) #jira UE-35760 Change 3221223 on 2016/12/05 by Chris.Bunner Default to include dev-code when compiling material preview stats. #jira UE-20321 Change 3221534 on 2016/12/05 by Rolando.Caloca DR - Added FDynamicRHI::GetName() Change 3221833 on 2016/12/05 by Chris.Bunner Set correct output extent on PostProcessUpscale (allows users to extend chain correctly). #jira UE-36989 Change 3221852 on 2016/12/05 by Chris.Bunner 32-bit/ch EXR screenshot and frame dump output. Fixed row increment bug in 128-bit/px surface format readback. #jira UE-37962 Change 3222059 on 2016/12/05 by Rolando.Caloca DR - vk - Fix memory type not found Change 3222104 on 2016/12/05 by Rolando.Caloca DR - Lambdaize - Added quicker method to check if system textures are initialized Change 3222290 on 2016/12/05 by Mark.Satterthwaite Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist. Change 3222864 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak when exiting Change 3222873 on 2016/12/06 by Rolando.Caloca DR - vk - Minor info to help track down leaks Change 3222875 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak with VisualizeTexture #jira UE-39360 Change 3223226 on 2016/12/06 by Chris.Bunner Static analysis warning workaround. Change 3223235 on 2016/12/06 by Ben.Woodhouse Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D Change 3223343 on 2016/12/06 by Chris.Bunner Moved HLOD persistent data to viewstate to fix per-view compatability. #jira UE-37539 Change 3223349 on 2016/12/06 by Chris.Bunner Fixed HLOD with FreezeRendering command. #jira UE-29839 Change 3223371 on 2016/12/06 by Michael.Trepka Removed obsolete check() in FMetalSurface constructor Change 3223450 on 2016/12/06 by Chris.Bunner Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward. Change 3223638 on 2016/12/06 by Michael.Trepka Restored part of the check() in FMetalSurface constructor removed in CL 3223371 Change 3223642 on 2016/12/06 by Mark.Satterthwaite Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet). - Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs). - Enable with -metaledr command-line argument as it is off-by-default. - Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding. Change 3223830 on 2016/12/06 by Rolando.Caloca DR - vk - Better error when finding an invalid Vulkan driver #jira UE-37495 Change 3223869 on 2016/12/06 by Rolando.Caloca DR - vk - Reuse fences Change 3223906 on 2016/12/06 by Guillaume.Abadie Fix alpha through TempAA artifact causing a small darker edge layouts. Change 3224199 on 2016/12/06 by Mark.Satterthwaite Fix a dumb copy-paste error from the HDR changes to Metal. Change 3224220 on 2016/12/06 by Mark.Satterthwaite Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects. - Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering. Change 3224236 on 2016/12/06 by Mark.Satterthwaite IWYU CIS compile fix for iOS. Change 3224366 on 2016/12/06 by Mark.Satterthwaite Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears. - If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted. - This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo. Change 3224416 on 2016/12/06 by Uriel.Doyon New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds. Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives). Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData. Fix for material texture streaming data not being available on some cooked builds. Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible). This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting. Forced residency are now loaded in two steps (visible, then forced), improving reactiveness. Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them, and also "LastRenderTimeMips" which related to timed primitives. Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency. "Texture Streaming Build" now updates the map check after execution. Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic. Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements. Change 3224532 on 2016/12/07 by Uriel.Doyon Integrated CL 3223965 : Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore. Added more options to allow the user to cancel this build also. Change 3224714 on 2016/12/07 by Ben.Woodhouse Cherry pick CL 3223972 from //fortnite/main: Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms) Change 3224715 on 2016/12/07 by Ben.Woodhouse New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version Change 3224975 on 2016/12/07 by Rolando.Caloca DR - vk - Dump improvements Change 3225012 on 2016/12/07 by Rolando.Caloca DR - Show warning if trying to use num samples != (1,2,4,8,16) Change 3225126 on 2016/12/07 by Chris.Bunner Added 'force 128-bit rendering pipeline' to high-res screenshot tool. #jira UE-39345 Change 3225449 on 2016/12/07 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3225485 on 2016/12/07 by Chris.Bunner Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases. #jira UE-19394 Change 3225486 on 2016/12/07 by Chris.Bunner Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled. Change 3225505 on 2016/12/07 by Daniel.Wright Fixed exponential height fog disappearing with no skybox Change 3225655 on 2016/12/07 by Benjamin.Hyder Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting. Change 3225668 on 2016/12/07 by Chris.Bunner Dirty owning packages when user manually forces regeneration of all reflection captures. #jira UE-38759 Change 3226139 on 2016/12/07 by Rolando.Caloca DR - Fix recompute tangents disabling skin cache - Make some macros into lambdas #jira UE-39143 Change 3226212 on 2016/12/07 by Daniel.Wright Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false Change 3226213 on 2016/12/07 by Daniel.Wright Scene Capture 2D can specify a global clip plane, which is useful for portals * Requires the global clip plane project setting to be enabled Change 3226214 on 2016/12/07 by Daniel.Wright Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass * If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used * Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing * Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost * Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall Change 3226258 on 2016/12/07 by Rolando.Caloca DR - Typo fix Change 3226259 on 2016/12/07 by Rolando.Caloca DR - compile fix #jira UE-39143 Change 3226932 on 2016/12/08 by Chris.Bunner Re-saved Infiltrator maps to update reflection captures. #jira UE-38759 Change 3227063 on 2016/12/08 by Mark.Satterthwaite For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia. #jira UE-37436 Change 3227120 on 2016/12/08 by Gil.Gribb Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering) Change 3227211 on 2016/12/08 by Arne.Schober DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant. Change 3227257 on 2016/12/08 by Marc.Olano Extension to PseudoVolumeTexture for more flexible layout Change by ryan.brucks Change 3227286 on 2016/12/08 by Rolando.Caloca DR - Fix crash when using custom expressions and using reserved keywords #jira UE-39311 Change 3227376 on 2016/12/08 by Mark.Satterthwaite Must not include a private header inside the MenuStack public header as that causes compile errors in plugins. Change 3227415 on 2016/12/08 by Mark.Satterthwaite Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering. Change 3227516 on 2016/12/08 by Daniel.Wright Implemented UWidgetComponent::GetUsedMaterials Change 3227521 on 2016/12/08 by Guillaume.Abadie Fixes post process volume's indirect lighting color. #jira UE-38888 Change 3227567 on 2016/12/08 by Marc.Olano New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask Change 3227628 on 2016/12/08 by Daniel.Wright Removed redundant ResolveSceneDepthTexture from the merge Change 3227635 on 2016/12/08 by Daniel.Wright Forward renderer supports shadowing from movable lights and light functions * Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed * Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned Change 3227660 on 2016/12/08 by Rolando.Caloca DR - vk - Fix r.MobileMSAA on Vulkan - r.MobileMSAA is now read-only (to be fixed on 4.16) - Show time for PSO creation hitches #jira UE-39184 Change 3227704 on 2016/12/08 by Mark.Satterthwaite Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms. Change 3227705 on 2016/12/08 by Daniel.Wright Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426) Change 3227787 on 2016/12/08 by Chris.Bunner Added extent clear to motion blur pass to catch misized buffers bringing in errors. Added early out to clear call when excluded region matches RT region. #jira UE-39437 Change 3228177 on 2016/12/08 by Marc.Olano Fix DCC sqrt(int) error Change 3228285 on 2016/12/08 by Chris.Bunner Back out changelist 3225449. #jira UE-39528 Change 3228680 on 2016/12/09 by Gil.Gribb Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering) Change 3228940 on 2016/12/09 by Mark.Satterthwaite Editor fixes for 4.15: - PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again. - Don't start render-passes without a valid render-target-array in MetalRHI. Change 3228950 on 2016/12/09 by Mark.Satterthwaite Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11. - Fixed the Skeleton editor tree trying to access a widget before it has been constructed. - Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation. #jira UE-39256 Change 3229013 on 2016/12/09 by Mark.Satterthwaite Further tidy up in SSkeletonTreeView as suggested by Nick.A. Change 3229101 on 2016/12/09 by Chris.Bunner Log compile error fix and updated cvar comments. Change 3229236 on 2016/12/09 by Ben.Woodhouse XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles Change 3229430 on 2016/12/09 by Ben.Woodhouse PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov) Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster) Change 3229580 on 2016/12/09 by Marcus.Wassmer DepthBoundsTest for AMD. Change 3229701 on 2016/12/09 by Michael.Trepka Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2 Change 3229706 on 2016/12/09 by Chris.Bunner Added GameUserSettings controls for HDR display output. Removed Metal commandline as this should replace the need for it. Change 3229774 on 2016/12/09 by Michael.Trepka Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit. Change 3229819 on 2016/12/09 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3229948 on 2016/12/09 by Rolando.Caloca DR - Fix d3d debug error #jira UE-39589 Change 3230341 on 2016/12/11 by Mark.Satterthwaite Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled. #jira UE-39613 Change 3230860 on 2016/12/12 by Marcus.Wassmer Experimental Nvidia AFR support. Change 3230930 on 2016/12/12 by Mark.Satterthwaite Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function. Change 3231252 on 2016/12/12 by Marcus.Wassmer Fix NumGPU detection. (SLI only crash) Change 3231486 on 2016/12/12 by Mark.Satterthwaite Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers. Change 3231661 on 2016/12/12 by Mark.Satterthwaite Retain the RHI samplers in MetalRHI to guarantee lifetime. [CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3185985) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3170391 on 2016/10/21 by Ben.Woodhouse Remove the wait on end of frame ensure, because we can't rely on all the the underlying codepaths to never miss a call to flush RHI resources. The consequences of missing a flush on a given frame are not serious now, since we enforce the synchronisation with a fence, preventing the rendering thread from getting too far ahead. We will simply accumulate resources for an additional frame when this happens. #jira UE-37437 #fyi rolando.caloca, marcus.wassmer Change 3170659 on 2016/10/21 by Rolando.Caloca DR - vk - Prep work for state key changes Change 3170676 on 2016/10/21 by Rolando.Caloca DR - vk - Reworked blend state keys - Added depth/stencil to pipeline key Change 3170848 on 2016/10/21 by Daniel.Wright Level viewport 'show stats' option is now enabled by default, which avoids confusion with artists thinking lighting is built, when really the message is hidden. Change 3170849 on 2016/10/21 by Daniel.Wright Split FProjectedShadowInfo::RenderProjection into smaller functions which make the algorithm structure clear Change 3170995 on 2016/10/21 by Rolando.Caloca DR - vk - Show object on vulkan validation msgs Change 3171085 on 2016/10/21 by Rolando.Caloca DR - vk - Fix pipelines being used with incompatible renderpasses Change 3171159 on 2016/10/21 by Rolando.Caloca DR - vk - Fix layout when reading textures on CPU Change 3171167 on 2016/10/21 by Rolando.Caloca DR - vk - compile fix Change 3172462 on 2016/10/24 by Daniel.Wright Added a warning about shader compile times to the material tooltip Change 3172463 on 2016/10/24 by Daniel.Wright Reduced MinUnoccludedFraction to avoid artitfacts when a stationary light touches only a tiny part of a mesh Change 3172716 on 2016/10/24 by Brian.Karis Fix for crash UE-37369 when reimporting over a generated LOD. Change 3172967 on 2016/10/24 by Rolando.Caloca DR - vk - Fix writing buffers while GPU was using them Change 3174187 on 2016/10/25 by Olaf.Piesche UE-37020 Change 3174718 on 2016/10/26 by Rolando.Caloca DR - vk - Remove old timestamp queries, increase occlusion queries per pool to 4k Change 3175960 on 2016/10/26 by Rolando.Caloca DR - Added support for hlslcc header to have custom parsing Change 3176611 on 2016/10/27 by David.Hill DrawWireCone confusion: In response to a UDN, I'm updating confusing parameter names and comments for DrawWireCone() and DrawWireSphereCappedCone() Change 3177111 on 2016/10/27 by Rolando.Caloca DR - vk - Fix timestamps for frame Change 3177192 on 2016/10/27 by Arne.Schober DR - DitherLOD refactor - moved computation of the DepthStencil state out of SetMeshRenderState into GetDitheredLODTransitionState this is a prerequisite of further PSO work where we want to move up State setting in a similar war and reuse FMeshDrawingRenderState Change 3177278 on 2016/10/27 by Olaf.Piesche UE-37484 Change 3177297 on 2016/10/27 by Rolando.Caloca DR - vk - Enable GRHISupportsBaseVertexIndex Change 3177607 on 2016/10/27 by Rolando.Caloca DR - vk - SM4 UB prep Change 3178052 on 2016/10/28 by Arne.Schober DR - fix WebGL - the WebGL compiler is very picky on double underscores and does want the presission to be defined before any function definition. Change 3178156 on 2016/10/28 by Rolando.Caloca DR - vk - Added query timer - Fixed inline issues Change 3178158 on 2016/10/28 by Rolando.Caloca DR - vk - Fixes for out of stencil bits Change 3178462 on 2016/10/28 by Rolando.Caloca DR - vk - Fixes for Elemental Change 3179131 on 2016/10/28 by Rolando.Caloca DR - vk - Fix for r.Vulkan.UseRealUBs Change 3179139 on 2016/10/28 by Rolando.Caloca DR - vk - Move UB ring buffer to context Change 3179145 on 2016/10/28 by Rolando.Caloca DR - vk - Fix buffer barriers Change 3179888 on 2016/10/31 by Rolando.Caloca DR - vk - Align buffers to 16 bytes as we sometimes write to them with SIMD Change 3179923 on 2016/10/31 by Rolando.Caloca DR - vk - Wait for swapchain counter Change 3180430 on 2016/10/31 by Rolando.Caloca DR - vk - Properly wait for occlusion queries/cmd buffer - Actual log error if trying to use occlusion queries out of order Change 3180746 on 2016/10/31 by Rolando.Caloca DR - vk - Undo some waiting as it was on the wrong thread Change 3182115 on 2016/11/01 by Rolando.Caloca DR - hlslcc Linux path fix Change 3182118 on 2016/11/01 by Daniel.Wright Fixed global distance field seam artifacts from landscapes with no subsections Change 3182368 on 2016/11/01 by Daniel.Wright Dynamic Indirect Shadows for static meshes using distance fields * These Distance Field indirect shadows use the same tile culled and downsampled framework that capsule shadows use, with similar GPU cost * Individual StaticMesh assets can enable bGenerateMeshDistanceField to compute a distance field, without the memory cost of enabling for the whole project * New StaticMeshComponent properties bCastDynamicIndirectShadow and DynamicIndirectShadowMinVisibility * New WorldSettings property DynamicIndirectShadowsSelfShadowingIntensity which replaces the cvar * The GBuffer now stores HasDynamicIndirectShadowCasterRepresentation instead of HasHeightfieldRepresentation * DFAO from landscape is now done through the global distance field entirely. Landscape contribution to the global distance field is deferred to attempt to workaround texture streaming issues. Change 3182408 on 2016/11/01 by Rolando.Caloca DR - vk - Reworked occlusion queries, fixes flickering on AMD Change 3182585 on 2016/11/01 by Daniel.Wright PS4 compile fix Change 3183151 on 2016/11/02 by Rolando.Caloca DR - vk - Fix issue when processing super quick cmd buffers Change 3183160 on 2016/11/02 by Rolando.Caloca Dr - vk - Call reset queries outside render pass Change 3183182 on 2016/11/02 by Rolando.Caloca DR - Switch clear Change 3183194 on 2016/11/02 by Rolando.Caloca DR - Try to catch crash ahead of time Change 3183268 on 2016/11/02 by Rolando.Caloca DR - vk - Rename RenderPassState to TransitionState Change 3183440 on 2016/11/02 by Daniel.Wright Renamed 'Dynamic Indirect Shadow' to 'Distance Field Indirect Shadow' Change 3183793 on 2016/11/02 by Daniel.Wright Added ShadowResolutionScale to lightcomponent Change 3183796 on 2016/11/02 by Daniel.Wright Improved bSimulatePhysics comment, with info on why it might be greyed out Change 3183797 on 2016/11/02 by Daniel.Wright Precomputed shadowmaps no longer enable Force2To1Aspect, which is only needed for lightmaps. Improves shadowmap utilization. Change 3183915 on 2016/11/02 by Rolando.Caloca DR - vk - Remove redundant renderpasses Change 3183991 on 2016/11/02 by Daniel.Wright Added r.ReflectionEnvironmentLightmapMixLargestWeight, useful for restricting lightmap mixing to darkening only Change 3184001 on 2016/11/02 by Daniel.Wright Better draw event for IndirectCapsuleShadows in stereo Change 3184096 on 2016/11/02 by Chris.Bunner HDR for D3D11 - NVAPI toggle and encoding, UI compositing. Removed some outdated tonemamping cvars and modes. Change 3184399 on 2016/11/02 by Daniel.Wright Static analysis workaround Change 3184455 on 2016/11/02 by Mark.Satterthwaite Fix missing log10 from FCompositePS on hlslcc shader platforms so that QA can continue their integration. #jira UE-38164 Change 3184953 on 2016/11/03 by Chris.Bunner Fixing CIS warnings. [CL 3186011 by Marcus Wassmer in Main branch]
2016-11-03 16:55:27 -04:00
return ParseCustomHeaderEntries(ShaderSource);
}
bool FHlslccHeader::ReadCopies(const ANSICHAR*& ShaderSource, bool bGlobals, TArray<FPackedUBCopy>& OutCopies)
{
while (*ShaderSource && *ShaderSource != '\n')
{
FPackedUBCopy PackedUBCopy;
PackedUBCopy.DestUB = 0;
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.SourceUB))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.SourceOffset))
{
return false;
}
if (!Match(ShaderSource, '-'))
{
return false;
}
if (!bGlobals)
{
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.DestUB))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
}
PackedUBCopy.DestPackedType = *ShaderSource++;
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.DestOffset))
{
return false;
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIntegerNumber(ShaderSource, PackedUBCopy.Count))
{
return false;
}
OutCopies.Add(PackedUBCopy);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
break;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
return true;
}
bool FHlslccHeader::ReadInOut(const ANSICHAR*& ShaderSource, TArray<FInOut>& OutAttributes)
{
while (*ShaderSource && *ShaderSource != '\n')
{
FInOut Attribute;
if (!ParseIdentifier(ShaderSource, Attribute.Type))
{
return false;
}
if (Match(ShaderSource, '['))
{
if (!ParseIntegerNumber(ShaderSource, Attribute.ArrayCount))
{
return false;
}
if (!Match(ShaderSource, ']'))
{
return false;
}
}
else
{
Attribute.ArrayCount = 0;
}
if (Match(ShaderSource, ';'))
{
if (!ParseSignedNumber(ShaderSource, Attribute.Index))
{
return false;
}
}
if (!Match(ShaderSource, ':'))
{
return false;
}
if (!ParseIdentifier(ShaderSource, Attribute.Name))
{
return false;
}
// Optional array suffix
if (Match(ShaderSource, '['))
{
Attribute.Name += '[';
while (*ShaderSource)
{
Attribute.Name += *ShaderSource;
if (Match(ShaderSource, ']'))
{
break;
}
++ShaderSource;
}
}
OutAttributes.Add(Attribute);
// Break if EOL
if (Match(ShaderSource, '\n'))
{
return true;
}
// Has to be a comma!
if (Match(ShaderSource, ','))
{
continue;
}
//#todo-rco: Need a log here
//UE_LOG(ShaderCompilerCommon, Warning, TEXT("Invalid char '%c'"), *ShaderSource);
return false;
}
// Last character must be EOL
return Match(ShaderSource, '\n');
}
} // namespace CrossCompiler