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UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/LocalLightComponentDetails.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ 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 3872507 by Arne.Schober Back out changelist 3870267 Change 3988916 by Marcin.Undak Quail/Linux compilation fix #rb none #codereview arciel.rekman Change 4042277 by Rolando.Caloca DR - Clear UBs between PSOs on D3D to help track down not setting resources Change 4042297 by Arne.Schober DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass) #jira UE-42135 Change 4042404 by Jian.Ru Fix a race condition when RT is disabled and then re-enabled #jira Change 4042437 by Richard.Wallis Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's. Note: New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding. Update: Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates. #jira UE-49526 Change 4042602 by Guillaume.Abadie Adds support for alpha channel in DOF. Change 4042603 by Guillaume.Abadie Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them. Change 4042671 by Guillaume.Abadie Massages DOF's shader code for HLSLCC. Change 4042772 by Mark.Satterthwaite Expose the MTLComputePipelineState's label string. Change 4043013 by Juan.Canada Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues. #jira UE-49290 Change 4043171 by Rolando.Caloca DR - Workaround crash on hlslcc Change 4043182 by Uriel.Doyon Fixed skylight issues when using pre-exposure. Improved IndirectIrradiance gbuffer encoding when using pre-exposure. Change 4043452 by Mark.Satterthwaite Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive. Change 4044732 by Richard.Wallis Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method. #jira UE-57549 Change 4044741 by Guillaume.Abadie Fixes a couple of regressions in DOF when using temporal upsampling. Change 4044753 by Guillaume.Abadie Fixes a bug in WaveBroadcastIntrinsics.ush Change 4045010 by Guillaume.Abadie Creates TM-DepthOfField in QAGame to test DOF. Change 4045417 by Jian.Ru Prevent recursive flush #jira Change 4045923 by Mark.Satterthwaite Further insulate private plugin usage within MetalRHI. Change 4046006 by Mark.Satterthwaite Simplify dependency on the private module and hope it now builds properly. Change 4046612 by Mark.Satterthwaite Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work. #jira UE-55234 Change 4047504 by Mark.Satterthwaite Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms. Change 4048765 by Uriel.Doyon Fixed compilation issue from CL 4048308 Change 4048776 by Guillaume.Abadie Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF. Change 4049059 by Mark.Satterthwaite Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore. Change 4050290 by Mark.Satterthwaite Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit. Change 4050822 by Mark.Satterthwaite Partial custom counter support - still has bugs. Change 4051210 by Guillaume.Abadie Dumps PermutationID of shader when shader compile worker crashes. Change 4051652 by Guillaume.Abadie Optimises DOF's reduce with wave broadcast instrinsics. Change 4051839 by Mark.Satterthwaite Tiny fix to changing custom counters. Change 4052553 by Guillaume.Abadie Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass. Change 4052611 by Guillaume.Abadie Fixes a crashes in light shaft. Change 4052916 by Mark.Satterthwaite Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window. Change 4053111 by Rolando.Caloca DR - hlslcc - RequiresNegateDDY() Change 4053402 by Mark.Satterthwaite Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement. Change 4053454 by Mark.Satterthwaite More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error. Change 4053765 by Guillaume.Abadie Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change. Change 4053911 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering) Change 4053915 by Marcus.Wassmer Attempt to fix what looks like some unity build rearrangement issue. Change 4053916 by Marcus.Wassmer Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL Change 4054642 by Rolando.Caloca DR - Fix SCW not showing correct callstack/exception info on crashes Change 4054661 by Mark.Satterthwaite Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors. #jira UE-58670 Change 4054780 by Guillaume.Abadie Cuts number of shader permutation for DOF's gather pass from 138 to 41. Change 4054950 by Rolando.Caloca DR - vk - Fix negated ddy Change 4055019 by Guillaume.Abadie Cuts number of shader permutation for tonemapper from ~2k to 64. Change 4055144 by Guillaume.Abadie Adds an ensure to catch when there is too many permutations on a global shader. Change 4055240 by Krzysztof.Narkowicz Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer. #jira FORT-79981 Change 4055323 by Rolando.Caloca DR - Fix GLSL-based platforms Change 4055387 by Guillaume.Abadie Adds a point mirror between foreground and background bokeh to be phisically accurate. Change 4055403 by Rolando.Caloca DR - Fix uninitialized var causing crash Change 4055709 by Guillaume.Abadie Fixes a crash in SunTemple. Change 4055771 by Guillaume.Abadie Fixes DOF's reduce pass being compiled for SM4. #jira UE-58714 Change 4055876 by Rolando.Caloca DR - hlslcc - Fix crash during loop analysis on empty if() blocks Change 4056026 by Rolando.Caloca DR - Enable volumetric fog on Vulkan Change 4056272 by Guillaume.Abadie Exposes new DOF settings in post process settings. Change 4056460 by Brian.Karis Fix uniform buffer assert. Change 4057151 by Guillaume.Abadie Fixes a bug in DOF's temporal stability gathering pass. Change 4057220 by Guillaume.Abadie Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo. AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer. #jira UE-53997 Change 4057587 by Rolando.Caloca DR - Enable Diaphgram DOF on Vulkan Change 4058022 by Guillaume.Abadie Exposes new DOF settings to UCineCameraComponent Change 4058136 by Guillaume.Abadie Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback. Change 4058338 by Jostin.Bilyeu Checking in new map for verifying Mobile rendering features in conjunction with TAAU Change 4058352 by Matt.Collins Wrapped NSString for lambda capture. Change 4058500 by Rolando.Caloca DR - Fix bad normals & tangents on GL mobile #jira UE-57769 Change 4058723 by Rolando.Caloca DR - vk - Split device pipeline cache off generic cache file Change 4058782 by Mark.Satterthwaite Rebuild Mac hlslcc for 4055876 Change 4058791 by Mark.Satterthwaite Force MetalBackend to pick up new hlslcc. Change 4058840 by Guillaume.Abadie Fixes a bug in DOF's scalability setting groups Change 4058928 by Daniel.Wright Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array Change 4059141 by Marcus.Wassmer PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster) Change 4059227 by Brian.Karis Fix for simple forward Change 4059269 by Marcus.Wassmer Update test screenshots to account for minroughness changes from devrectlight Change 4059478 by Mark.Satterthwaite It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable. #jira UE-58773 Change 4059870 by Guillaume.Abadie Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)). #jira UE-58850 Change 4060324 by Rolando.Caloca DR - Very minor render pass Change 4060328 by Rolando.Caloca DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0 Change 4060461 by Jostin.Bilyeu Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU Change 4060698 by Marcus.Wassmer Merging xbox compile fix Change 4060930 by Marcus.Wassmer Fix android compile Change 4060971 by Mark.Satterthwaite Some missing #defines to guard functions that require an external plugin. #jira UE-58910 Change 4061104 by Guillaume.Abadie Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014. #jira UE-58900 Change 4061364 by Jostin.Bilyeu updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc. Change 4061743 by Mark.Satterthwaite Fix another build error for iOS. #jira UE-58827 Change 4061753 by Arne.Schober DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache #jira UE-58525 Change 4062236 by Mark.Satterthwaite AppleTV doesn't appear to support the set*Bytes APIs in Metal. #jira UE-58580 Change 4062320 by Guillaume.Abadie Enables bokeh simulation on scattered bokeh on Epic post process settings. Change 4062402 by Guillaume.Abadie Phiscally animates the rotation of the bokeh as aperture changes. Change 4062587 by Mark.Satterthwaite Fix another Ocean compile error. #jira N/A Change 4062811 by Marcus.Wassmer Only do newton iterations for area lights Fixes a host of AMD-only bugs Change 4063174 by Marcus.Wassmer Workaround shipping build compile error for all clang platforms. Change 4063760 by Guillaume.Abadie Changes the default number of diaphragm blades to 7. Change 4063992 by Marcus.Wassmer Fix DX12 crash when depthboundstest not available. Change 4064233 by Rolando.Caloca DR - Proper fix for GL changes related to tangents #jira UE-58948 Change 4064323 by Uriel.Doyon Increase the max number of uavs to 16 #jira 58898 Change 4064428 by Guillaume.Abadie Fixes a crashes on XB1 when doing async SSAO. Change 4064525 by Uriel.Doyon Better logic for depth bound support in d3d12. #jira 58956 Change 4064694 by Jian.Ru Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables Change 4064873 by Guillaume.Abadie Fixes wrong resource transitions in DOF's reduce passes. Change 4064956 by Guillaume.Abadie Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs. Change 4065215 by Arne.Schober DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied." In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated. Change 4065312 by Guillaume.Abadie Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect() Change 4070361 by Guillaume.Abadie Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy. Change 4070778 by Marcus.Wassmer Fix bad merge Change 4071337 by Rolando.Caloca DR - vk - Do not spam log Change 4048308 by Uriel.Doyon Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 : - Fixed d3derror when resizing the window in multi-gpu. - Fixed d3d12 checks when exiting in multi-gpu. - Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere. - RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding. - Removed of IRHIComputeContext::GetContextForGPUMask(). - Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase. - FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one. - Command lists now have a GPU mask set at creation time. - Support for immediate command list GPU mask. - Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack. - Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask". - Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU=" - Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr } - Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine. - Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering. [CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
#include "LocalLightComponentDetails.h"
#include "Components/LightComponentBase.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ 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 3872507 by Arne.Schober Back out changelist 3870267 Change 3988916 by Marcin.Undak Quail/Linux compilation fix #rb none #codereview arciel.rekman Change 4042277 by Rolando.Caloca DR - Clear UBs between PSOs on D3D to help track down not setting resources Change 4042297 by Arne.Schober DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass) #jira UE-42135 Change 4042404 by Jian.Ru Fix a race condition when RT is disabled and then re-enabled #jira Change 4042437 by Richard.Wallis Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's. Note: New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding. Update: Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates. #jira UE-49526 Change 4042602 by Guillaume.Abadie Adds support for alpha channel in DOF. Change 4042603 by Guillaume.Abadie Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them. Change 4042671 by Guillaume.Abadie Massages DOF's shader code for HLSLCC. Change 4042772 by Mark.Satterthwaite Expose the MTLComputePipelineState's label string. Change 4043013 by Juan.Canada Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues. #jira UE-49290 Change 4043171 by Rolando.Caloca DR - Workaround crash on hlslcc Change 4043182 by Uriel.Doyon Fixed skylight issues when using pre-exposure. Improved IndirectIrradiance gbuffer encoding when using pre-exposure. Change 4043452 by Mark.Satterthwaite Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive. Change 4044732 by Richard.Wallis Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method. #jira UE-57549 Change 4044741 by Guillaume.Abadie Fixes a couple of regressions in DOF when using temporal upsampling. Change 4044753 by Guillaume.Abadie Fixes a bug in WaveBroadcastIntrinsics.ush Change 4045010 by Guillaume.Abadie Creates TM-DepthOfField in QAGame to test DOF. Change 4045417 by Jian.Ru Prevent recursive flush #jira Change 4045923 by Mark.Satterthwaite Further insulate private plugin usage within MetalRHI. Change 4046006 by Mark.Satterthwaite Simplify dependency on the private module and hope it now builds properly. Change 4046612 by Mark.Satterthwaite Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work. #jira UE-55234 Change 4047504 by Mark.Satterthwaite Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms. Change 4048765 by Uriel.Doyon Fixed compilation issue from CL 4048308 Change 4048776 by Guillaume.Abadie Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF. Change 4049059 by Mark.Satterthwaite Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore. Change 4050290 by Mark.Satterthwaite Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit. Change 4050822 by Mark.Satterthwaite Partial custom counter support - still has bugs. Change 4051210 by Guillaume.Abadie Dumps PermutationID of shader when shader compile worker crashes. Change 4051652 by Guillaume.Abadie Optimises DOF's reduce with wave broadcast instrinsics. Change 4051839 by Mark.Satterthwaite Tiny fix to changing custom counters. Change 4052553 by Guillaume.Abadie Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass. Change 4052611 by Guillaume.Abadie Fixes a crashes in light shaft. Change 4052916 by Mark.Satterthwaite Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window. Change 4053111 by Rolando.Caloca DR - hlslcc - RequiresNegateDDY() Change 4053402 by Mark.Satterthwaite Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement. Change 4053454 by Mark.Satterthwaite More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error. Change 4053765 by Guillaume.Abadie Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change. Change 4053911 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering) Change 4053915 by Marcus.Wassmer Attempt to fix what looks like some unity build rearrangement issue. Change 4053916 by Marcus.Wassmer Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL Change 4054642 by Rolando.Caloca DR - Fix SCW not showing correct callstack/exception info on crashes Change 4054661 by Mark.Satterthwaite Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors. #jira UE-58670 Change 4054780 by Guillaume.Abadie Cuts number of shader permutation for DOF's gather pass from 138 to 41. Change 4054950 by Rolando.Caloca DR - vk - Fix negated ddy Change 4055019 by Guillaume.Abadie Cuts number of shader permutation for tonemapper from ~2k to 64. Change 4055144 by Guillaume.Abadie Adds an ensure to catch when there is too many permutations on a global shader. Change 4055240 by Krzysztof.Narkowicz Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer. #jira FORT-79981 Change 4055323 by Rolando.Caloca DR - Fix GLSL-based platforms Change 4055387 by Guillaume.Abadie Adds a point mirror between foreground and background bokeh to be phisically accurate. Change 4055403 by Rolando.Caloca DR - Fix uninitialized var causing crash Change 4055709 by Guillaume.Abadie Fixes a crash in SunTemple. Change 4055771 by Guillaume.Abadie Fixes DOF's reduce pass being compiled for SM4. #jira UE-58714 Change 4055876 by Rolando.Caloca DR - hlslcc - Fix crash during loop analysis on empty if() blocks Change 4056026 by Rolando.Caloca DR - Enable volumetric fog on Vulkan Change 4056272 by Guillaume.Abadie Exposes new DOF settings in post process settings. Change 4056460 by Brian.Karis Fix uniform buffer assert. Change 4057151 by Guillaume.Abadie Fixes a bug in DOF's temporal stability gathering pass. Change 4057220 by Guillaume.Abadie Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo. AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer. #jira UE-53997 Change 4057587 by Rolando.Caloca DR - Enable Diaphgram DOF on Vulkan Change 4058022 by Guillaume.Abadie Exposes new DOF settings to UCineCameraComponent Change 4058136 by Guillaume.Abadie Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback. Change 4058338 by Jostin.Bilyeu Checking in new map for verifying Mobile rendering features in conjunction with TAAU Change 4058352 by Matt.Collins Wrapped NSString for lambda capture. Change 4058500 by Rolando.Caloca DR - Fix bad normals & tangents on GL mobile #jira UE-57769 Change 4058723 by Rolando.Caloca DR - vk - Split device pipeline cache off generic cache file Change 4058782 by Mark.Satterthwaite Rebuild Mac hlslcc for 4055876 Change 4058791 by Mark.Satterthwaite Force MetalBackend to pick up new hlslcc. Change 4058840 by Guillaume.Abadie Fixes a bug in DOF's scalability setting groups Change 4058928 by Daniel.Wright Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array Change 4059141 by Marcus.Wassmer PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster) Change 4059227 by Brian.Karis Fix for simple forward Change 4059269 by Marcus.Wassmer Update test screenshots to account for minroughness changes from devrectlight Change 4059478 by Mark.Satterthwaite It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable. #jira UE-58773 Change 4059870 by Guillaume.Abadie Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)). #jira UE-58850 Change 4060324 by Rolando.Caloca DR - Very minor render pass Change 4060328 by Rolando.Caloca DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0 Change 4060461 by Jostin.Bilyeu Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU Change 4060698 by Marcus.Wassmer Merging xbox compile fix Change 4060930 by Marcus.Wassmer Fix android compile Change 4060971 by Mark.Satterthwaite Some missing #defines to guard functions that require an external plugin. #jira UE-58910 Change 4061104 by Guillaume.Abadie Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014. #jira UE-58900 Change 4061364 by Jostin.Bilyeu updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc. Change 4061743 by Mark.Satterthwaite Fix another build error for iOS. #jira UE-58827 Change 4061753 by Arne.Schober DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache #jira UE-58525 Change 4062236 by Mark.Satterthwaite AppleTV doesn't appear to support the set*Bytes APIs in Metal. #jira UE-58580 Change 4062320 by Guillaume.Abadie Enables bokeh simulation on scattered bokeh on Epic post process settings. Change 4062402 by Guillaume.Abadie Phiscally animates the rotation of the bokeh as aperture changes. Change 4062587 by Mark.Satterthwaite Fix another Ocean compile error. #jira N/A Change 4062811 by Marcus.Wassmer Only do newton iterations for area lights Fixes a host of AMD-only bugs Change 4063174 by Marcus.Wassmer Workaround shipping build compile error for all clang platforms. Change 4063760 by Guillaume.Abadie Changes the default number of diaphragm blades to 7. Change 4063992 by Marcus.Wassmer Fix DX12 crash when depthboundstest not available. Change 4064233 by Rolando.Caloca DR - Proper fix for GL changes related to tangents #jira UE-58948 Change 4064323 by Uriel.Doyon Increase the max number of uavs to 16 #jira 58898 Change 4064428 by Guillaume.Abadie Fixes a crashes on XB1 when doing async SSAO. Change 4064525 by Uriel.Doyon Better logic for depth bound support in d3d12. #jira 58956 Change 4064694 by Jian.Ru Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables Change 4064873 by Guillaume.Abadie Fixes wrong resource transitions in DOF's reduce passes. Change 4064956 by Guillaume.Abadie Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs. Change 4065215 by Arne.Schober DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied." In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated. Change 4065312 by Guillaume.Abadie Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect() Change 4070361 by Guillaume.Abadie Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy. Change 4070778 by Marcus.Wassmer Fix bad merge Change 4071337 by Rolando.Caloca DR - vk - Do not spam log Change 4048308 by Uriel.Doyon Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 : - Fixed d3derror when resizing the window in multi-gpu. - Fixed d3d12 checks when exiting in multi-gpu. - Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere. - RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding. - Removed of IRHIComputeContext::GetContextForGPUMask(). - Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase. - FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one. - Command lists now have a GPU mask set at creation time. - Support for immediate command list GPU mask. - Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack. - Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask". - Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU=" - Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr } - Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine. - Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering. [CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
#include "Components/LocalLightComponent.h"
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "Delegates/Delegate.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ 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 3872507 by Arne.Schober Back out changelist 3870267 Change 3988916 by Marcin.Undak Quail/Linux compilation fix #rb none #codereview arciel.rekman Change 4042277 by Rolando.Caloca DR - Clear UBs between PSOs on D3D to help track down not setting resources Change 4042297 by Arne.Schober DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass) #jira UE-42135 Change 4042404 by Jian.Ru Fix a race condition when RT is disabled and then re-enabled #jira Change 4042437 by Richard.Wallis Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's. Note: New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding. Update: Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates. #jira UE-49526 Change 4042602 by Guillaume.Abadie Adds support for alpha channel in DOF. Change 4042603 by Guillaume.Abadie Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them. Change 4042671 by Guillaume.Abadie Massages DOF's shader code for HLSLCC. Change 4042772 by Mark.Satterthwaite Expose the MTLComputePipelineState's label string. Change 4043013 by Juan.Canada Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues. #jira UE-49290 Change 4043171 by Rolando.Caloca DR - Workaround crash on hlslcc Change 4043182 by Uriel.Doyon Fixed skylight issues when using pre-exposure. Improved IndirectIrradiance gbuffer encoding when using pre-exposure. Change 4043452 by Mark.Satterthwaite Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive. Change 4044732 by Richard.Wallis Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method. #jira UE-57549 Change 4044741 by Guillaume.Abadie Fixes a couple of regressions in DOF when using temporal upsampling. Change 4044753 by Guillaume.Abadie Fixes a bug in WaveBroadcastIntrinsics.ush Change 4045010 by Guillaume.Abadie Creates TM-DepthOfField in QAGame to test DOF. Change 4045417 by Jian.Ru Prevent recursive flush #jira Change 4045923 by Mark.Satterthwaite Further insulate private plugin usage within MetalRHI. Change 4046006 by Mark.Satterthwaite Simplify dependency on the private module and hope it now builds properly. Change 4046612 by Mark.Satterthwaite Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work. #jira UE-55234 Change 4047504 by Mark.Satterthwaite Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms. Change 4048765 by Uriel.Doyon Fixed compilation issue from CL 4048308 Change 4048776 by Guillaume.Abadie Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF. Change 4049059 by Mark.Satterthwaite Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore. Change 4050290 by Mark.Satterthwaite Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit. Change 4050822 by Mark.Satterthwaite Partial custom counter support - still has bugs. Change 4051210 by Guillaume.Abadie Dumps PermutationID of shader when shader compile worker crashes. Change 4051652 by Guillaume.Abadie Optimises DOF's reduce with wave broadcast instrinsics. Change 4051839 by Mark.Satterthwaite Tiny fix to changing custom counters. Change 4052553 by Guillaume.Abadie Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass. Change 4052611 by Guillaume.Abadie Fixes a crashes in light shaft. Change 4052916 by Mark.Satterthwaite Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window. Change 4053111 by Rolando.Caloca DR - hlslcc - RequiresNegateDDY() Change 4053402 by Mark.Satterthwaite Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement. Change 4053454 by Mark.Satterthwaite More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error. Change 4053765 by Guillaume.Abadie Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change. Change 4053911 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering) Change 4053915 by Marcus.Wassmer Attempt to fix what looks like some unity build rearrangement issue. Change 4053916 by Marcus.Wassmer Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL Change 4054642 by Rolando.Caloca DR - Fix SCW not showing correct callstack/exception info on crashes Change 4054661 by Mark.Satterthwaite Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors. #jira UE-58670 Change 4054780 by Guillaume.Abadie Cuts number of shader permutation for DOF's gather pass from 138 to 41. Change 4054950 by Rolando.Caloca DR - vk - Fix negated ddy Change 4055019 by Guillaume.Abadie Cuts number of shader permutation for tonemapper from ~2k to 64. Change 4055144 by Guillaume.Abadie Adds an ensure to catch when there is too many permutations on a global shader. Change 4055240 by Krzysztof.Narkowicz Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer. #jira FORT-79981 Change 4055323 by Rolando.Caloca DR - Fix GLSL-based platforms Change 4055387 by Guillaume.Abadie Adds a point mirror between foreground and background bokeh to be phisically accurate. Change 4055403 by Rolando.Caloca DR - Fix uninitialized var causing crash Change 4055709 by Guillaume.Abadie Fixes a crash in SunTemple. Change 4055771 by Guillaume.Abadie Fixes DOF's reduce pass being compiled for SM4. #jira UE-58714 Change 4055876 by Rolando.Caloca DR - hlslcc - Fix crash during loop analysis on empty if() blocks Change 4056026 by Rolando.Caloca DR - Enable volumetric fog on Vulkan Change 4056272 by Guillaume.Abadie Exposes new DOF settings in post process settings. Change 4056460 by Brian.Karis Fix uniform buffer assert. Change 4057151 by Guillaume.Abadie Fixes a bug in DOF's temporal stability gathering pass. Change 4057220 by Guillaume.Abadie Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo. AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer. #jira UE-53997 Change 4057587 by Rolando.Caloca DR - Enable Diaphgram DOF on Vulkan Change 4058022 by Guillaume.Abadie Exposes new DOF settings to UCineCameraComponent Change 4058136 by Guillaume.Abadie Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback. Change 4058338 by Jostin.Bilyeu Checking in new map for verifying Mobile rendering features in conjunction with TAAU Change 4058352 by Matt.Collins Wrapped NSString for lambda capture. Change 4058500 by Rolando.Caloca DR - Fix bad normals & tangents on GL mobile #jira UE-57769 Change 4058723 by Rolando.Caloca DR - vk - Split device pipeline cache off generic cache file Change 4058782 by Mark.Satterthwaite Rebuild Mac hlslcc for 4055876 Change 4058791 by Mark.Satterthwaite Force MetalBackend to pick up new hlslcc. Change 4058840 by Guillaume.Abadie Fixes a bug in DOF's scalability setting groups Change 4058928 by Daniel.Wright Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array Change 4059141 by Marcus.Wassmer PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster) Change 4059227 by Brian.Karis Fix for simple forward Change 4059269 by Marcus.Wassmer Update test screenshots to account for minroughness changes from devrectlight Change 4059478 by Mark.Satterthwaite It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable. #jira UE-58773 Change 4059870 by Guillaume.Abadie Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)). #jira UE-58850 Change 4060324 by Rolando.Caloca DR - Very minor render pass Change 4060328 by Rolando.Caloca DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0 Change 4060461 by Jostin.Bilyeu Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU Change 4060698 by Marcus.Wassmer Merging xbox compile fix Change 4060930 by Marcus.Wassmer Fix android compile Change 4060971 by Mark.Satterthwaite Some missing #defines to guard functions that require an external plugin. #jira UE-58910 Change 4061104 by Guillaume.Abadie Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014. #jira UE-58900 Change 4061364 by Jostin.Bilyeu updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc. Change 4061743 by Mark.Satterthwaite Fix another build error for iOS. #jira UE-58827 Change 4061753 by Arne.Schober DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache #jira UE-58525 Change 4062236 by Mark.Satterthwaite AppleTV doesn't appear to support the set*Bytes APIs in Metal. #jira UE-58580 Change 4062320 by Guillaume.Abadie Enables bokeh simulation on scattered bokeh on Epic post process settings. Change 4062402 by Guillaume.Abadie Phiscally animates the rotation of the bokeh as aperture changes. Change 4062587 by Mark.Satterthwaite Fix another Ocean compile error. #jira N/A Change 4062811 by Marcus.Wassmer Only do newton iterations for area lights Fixes a host of AMD-only bugs Change 4063174 by Marcus.Wassmer Workaround shipping build compile error for all clang platforms. Change 4063760 by Guillaume.Abadie Changes the default number of diaphragm blades to 7. Change 4063992 by Marcus.Wassmer Fix DX12 crash when depthboundstest not available. Change 4064233 by Rolando.Caloca DR - Proper fix for GL changes related to tangents #jira UE-58948 Change 4064323 by Uriel.Doyon Increase the max number of uavs to 16 #jira 58898 Change 4064428 by Guillaume.Abadie Fixes a crashes on XB1 when doing async SSAO. Change 4064525 by Uriel.Doyon Better logic for depth bound support in d3d12. #jira 58956 Change 4064694 by Jian.Ru Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables Change 4064873 by Guillaume.Abadie Fixes wrong resource transitions in DOF's reduce passes. Change 4064956 by Guillaume.Abadie Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs. Change 4065215 by Arne.Schober DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied." In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated. Change 4065312 by Guillaume.Abadie Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect() Change 4070361 by Guillaume.Abadie Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy. Change 4070778 by Marcus.Wassmer Fix bad merge Change 4071337 by Rolando.Caloca DR - vk - Do not spam log Change 4048308 by Uriel.Doyon Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 : - Fixed d3derror when resizing the window in multi-gpu. - Fixed d3d12 checks when exiting in multi-gpu. - Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere. - RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding. - Removed of IRHIComputeContext::GetContextForGPUMask(). - Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase. - FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one. - Command lists now have a GPU mask set at creation time. - Support for immediate command list GPU mask. - Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack. - Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask". - Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU=" - Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr } - Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine. - Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering. [CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
#include "DetailCategoryBuilder.h"
#include "DetailLayoutBuilder.h"
#include "Engine/Scene.h"
#include "HAL/IConsoleManager.h"
#include "HAL/Platform.h"
#include "IDetailPropertyRow.h"
#include "Internationalization/Internationalization.h"
#include "Internationalization/Text.h"
#include "LightComponentDetails.h"
#include "Misc/AssertionMacros.h"
#include "PropertyEditorModule.h"
#include "PropertyHandle.h"
#include "Templates/Casts.h"
#include "UObject/Class.h"
#include "UObject/Object.h"
#include "UObject/UnrealType.h"
#include "UObject/WeakObjectPtrTemplates.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ 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 3872507 by Arne.Schober Back out changelist 3870267 Change 3988916 by Marcin.Undak Quail/Linux compilation fix #rb none #codereview arciel.rekman Change 4042277 by Rolando.Caloca DR - Clear UBs between PSOs on D3D to help track down not setting resources Change 4042297 by Arne.Schober DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass) #jira UE-42135 Change 4042404 by Jian.Ru Fix a race condition when RT is disabled and then re-enabled #jira Change 4042437 by Richard.Wallis Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's. Note: New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding. Update: Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates. #jira UE-49526 Change 4042602 by Guillaume.Abadie Adds support for alpha channel in DOF. Change 4042603 by Guillaume.Abadie Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them. Change 4042671 by Guillaume.Abadie Massages DOF's shader code for HLSLCC. Change 4042772 by Mark.Satterthwaite Expose the MTLComputePipelineState's label string. Change 4043013 by Juan.Canada Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues. #jira UE-49290 Change 4043171 by Rolando.Caloca DR - Workaround crash on hlslcc Change 4043182 by Uriel.Doyon Fixed skylight issues when using pre-exposure. Improved IndirectIrradiance gbuffer encoding when using pre-exposure. Change 4043452 by Mark.Satterthwaite Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive. Change 4044732 by Richard.Wallis Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method. #jira UE-57549 Change 4044741 by Guillaume.Abadie Fixes a couple of regressions in DOF when using temporal upsampling. Change 4044753 by Guillaume.Abadie Fixes a bug in WaveBroadcastIntrinsics.ush Change 4045010 by Guillaume.Abadie Creates TM-DepthOfField in QAGame to test DOF. Change 4045417 by Jian.Ru Prevent recursive flush #jira Change 4045923 by Mark.Satterthwaite Further insulate private plugin usage within MetalRHI. Change 4046006 by Mark.Satterthwaite Simplify dependency on the private module and hope it now builds properly. Change 4046612 by Mark.Satterthwaite Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work. #jira UE-55234 Change 4047504 by Mark.Satterthwaite Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms. Change 4048765 by Uriel.Doyon Fixed compilation issue from CL 4048308 Change 4048776 by Guillaume.Abadie Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF. Change 4049059 by Mark.Satterthwaite Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore. Change 4050290 by Mark.Satterthwaite Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit. Change 4050822 by Mark.Satterthwaite Partial custom counter support - still has bugs. Change 4051210 by Guillaume.Abadie Dumps PermutationID of shader when shader compile worker crashes. Change 4051652 by Guillaume.Abadie Optimises DOF's reduce with wave broadcast instrinsics. Change 4051839 by Mark.Satterthwaite Tiny fix to changing custom counters. Change 4052553 by Guillaume.Abadie Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass. Change 4052611 by Guillaume.Abadie Fixes a crashes in light shaft. Change 4052916 by Mark.Satterthwaite Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window. Change 4053111 by Rolando.Caloca DR - hlslcc - RequiresNegateDDY() Change 4053402 by Mark.Satterthwaite Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement. Change 4053454 by Mark.Satterthwaite More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error. Change 4053765 by Guillaume.Abadie Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change. Change 4053911 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering) Change 4053915 by Marcus.Wassmer Attempt to fix what looks like some unity build rearrangement issue. Change 4053916 by Marcus.Wassmer Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL Change 4054642 by Rolando.Caloca DR - Fix SCW not showing correct callstack/exception info on crashes Change 4054661 by Mark.Satterthwaite Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors. #jira UE-58670 Change 4054780 by Guillaume.Abadie Cuts number of shader permutation for DOF's gather pass from 138 to 41. Change 4054950 by Rolando.Caloca DR - vk - Fix negated ddy Change 4055019 by Guillaume.Abadie Cuts number of shader permutation for tonemapper from ~2k to 64. Change 4055144 by Guillaume.Abadie Adds an ensure to catch when there is too many permutations on a global shader. Change 4055240 by Krzysztof.Narkowicz Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer. #jira FORT-79981 Change 4055323 by Rolando.Caloca DR - Fix GLSL-based platforms Change 4055387 by Guillaume.Abadie Adds a point mirror between foreground and background bokeh to be phisically accurate. Change 4055403 by Rolando.Caloca DR - Fix uninitialized var causing crash Change 4055709 by Guillaume.Abadie Fixes a crash in SunTemple. Change 4055771 by Guillaume.Abadie Fixes DOF's reduce pass being compiled for SM4. #jira UE-58714 Change 4055876 by Rolando.Caloca DR - hlslcc - Fix crash during loop analysis on empty if() blocks Change 4056026 by Rolando.Caloca DR - Enable volumetric fog on Vulkan Change 4056272 by Guillaume.Abadie Exposes new DOF settings in post process settings. Change 4056460 by Brian.Karis Fix uniform buffer assert. Change 4057151 by Guillaume.Abadie Fixes a bug in DOF's temporal stability gathering pass. Change 4057220 by Guillaume.Abadie Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo. AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer. #jira UE-53997 Change 4057587 by Rolando.Caloca DR - Enable Diaphgram DOF on Vulkan Change 4058022 by Guillaume.Abadie Exposes new DOF settings to UCineCameraComponent Change 4058136 by Guillaume.Abadie Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback. Change 4058338 by Jostin.Bilyeu Checking in new map for verifying Mobile rendering features in conjunction with TAAU Change 4058352 by Matt.Collins Wrapped NSString for lambda capture. Change 4058500 by Rolando.Caloca DR - Fix bad normals & tangents on GL mobile #jira UE-57769 Change 4058723 by Rolando.Caloca DR - vk - Split device pipeline cache off generic cache file Change 4058782 by Mark.Satterthwaite Rebuild Mac hlslcc for 4055876 Change 4058791 by Mark.Satterthwaite Force MetalBackend to pick up new hlslcc. Change 4058840 by Guillaume.Abadie Fixes a bug in DOF's scalability setting groups Change 4058928 by Daniel.Wright Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array Change 4059141 by Marcus.Wassmer PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster) Change 4059227 by Brian.Karis Fix for simple forward Change 4059269 by Marcus.Wassmer Update test screenshots to account for minroughness changes from devrectlight Change 4059478 by Mark.Satterthwaite It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable. #jira UE-58773 Change 4059870 by Guillaume.Abadie Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)). #jira UE-58850 Change 4060324 by Rolando.Caloca DR - Very minor render pass Change 4060328 by Rolando.Caloca DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0 Change 4060461 by Jostin.Bilyeu Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU Change 4060698 by Marcus.Wassmer Merging xbox compile fix Change 4060930 by Marcus.Wassmer Fix android compile Change 4060971 by Mark.Satterthwaite Some missing #defines to guard functions that require an external plugin. #jira UE-58910 Change 4061104 by Guillaume.Abadie Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014. #jira UE-58900 Change 4061364 by Jostin.Bilyeu updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc. Change 4061743 by Mark.Satterthwaite Fix another build error for iOS. #jira UE-58827 Change 4061753 by Arne.Schober DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache #jira UE-58525 Change 4062236 by Mark.Satterthwaite AppleTV doesn't appear to support the set*Bytes APIs in Metal. #jira UE-58580 Change 4062320 by Guillaume.Abadie Enables bokeh simulation on scattered bokeh on Epic post process settings. Change 4062402 by Guillaume.Abadie Phiscally animates the rotation of the bokeh as aperture changes. Change 4062587 by Mark.Satterthwaite Fix another Ocean compile error. #jira N/A Change 4062811 by Marcus.Wassmer Only do newton iterations for area lights Fixes a host of AMD-only bugs Change 4063174 by Marcus.Wassmer Workaround shipping build compile error for all clang platforms. Change 4063760 by Guillaume.Abadie Changes the default number of diaphragm blades to 7. Change 4063992 by Marcus.Wassmer Fix DX12 crash when depthboundstest not available. Change 4064233 by Rolando.Caloca DR - Proper fix for GL changes related to tangents #jira UE-58948 Change 4064323 by Uriel.Doyon Increase the max number of uavs to 16 #jira 58898 Change 4064428 by Guillaume.Abadie Fixes a crashes on XB1 when doing async SSAO. Change 4064525 by Uriel.Doyon Better logic for depth bound support in d3d12. #jira 58956 Change 4064694 by Jian.Ru Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables Change 4064873 by Guillaume.Abadie Fixes wrong resource transitions in DOF's reduce passes. Change 4064956 by Guillaume.Abadie Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs. Change 4065215 by Arne.Schober DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied." In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated. Change 4065312 by Guillaume.Abadie Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect() Change 4070361 by Guillaume.Abadie Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy. Change 4070778 by Marcus.Wassmer Fix bad merge Change 4071337 by Rolando.Caloca DR - vk - Do not spam log Change 4048308 by Uriel.Doyon Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 : - Fixed d3derror when resizing the window in multi-gpu. - Fixed d3d12 checks when exiting in multi-gpu. - Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere. - RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding. - Removed of IRHIComputeContext::GetContextForGPUMask(). - Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase. - FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one. - Command lists now have a GPU mask set at creation time. - Support for immediate command list GPU mask. - Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack. - Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask". - Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU=" - Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr } - Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine. - Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering. [CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
#define LOCTEXT_NAMESPACE "LocalLightComponentDetails"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ 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 3872507 by Arne.Schober Back out changelist 3870267 Change 3988916 by Marcin.Undak Quail/Linux compilation fix #rb none #codereview arciel.rekman Change 4042277 by Rolando.Caloca DR - Clear UBs between PSOs on D3D to help track down not setting resources Change 4042297 by Arne.Schober DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass) #jira UE-42135 Change 4042404 by Jian.Ru Fix a race condition when RT is disabled and then re-enabled #jira Change 4042437 by Richard.Wallis Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's. Note: New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding. Update: Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates. #jira UE-49526 Change 4042602 by Guillaume.Abadie Adds support for alpha channel in DOF. Change 4042603 by Guillaume.Abadie Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them. Change 4042671 by Guillaume.Abadie Massages DOF's shader code for HLSLCC. Change 4042772 by Mark.Satterthwaite Expose the MTLComputePipelineState's label string. Change 4043013 by Juan.Canada Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues. #jira UE-49290 Change 4043171 by Rolando.Caloca DR - Workaround crash on hlslcc Change 4043182 by Uriel.Doyon Fixed skylight issues when using pre-exposure. Improved IndirectIrradiance gbuffer encoding when using pre-exposure. Change 4043452 by Mark.Satterthwaite Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive. Change 4044732 by Richard.Wallis Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method. #jira UE-57549 Change 4044741 by Guillaume.Abadie Fixes a couple of regressions in DOF when using temporal upsampling. Change 4044753 by Guillaume.Abadie Fixes a bug in WaveBroadcastIntrinsics.ush Change 4045010 by Guillaume.Abadie Creates TM-DepthOfField in QAGame to test DOF. Change 4045417 by Jian.Ru Prevent recursive flush #jira Change 4045923 by Mark.Satterthwaite Further insulate private plugin usage within MetalRHI. Change 4046006 by Mark.Satterthwaite Simplify dependency on the private module and hope it now builds properly. Change 4046612 by Mark.Satterthwaite Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work. #jira UE-55234 Change 4047504 by Mark.Satterthwaite Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms. Change 4048765 by Uriel.Doyon Fixed compilation issue from CL 4048308 Change 4048776 by Guillaume.Abadie Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF. Change 4049059 by Mark.Satterthwaite Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore. Change 4050290 by Mark.Satterthwaite Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit. Change 4050822 by Mark.Satterthwaite Partial custom counter support - still has bugs. Change 4051210 by Guillaume.Abadie Dumps PermutationID of shader when shader compile worker crashes. Change 4051652 by Guillaume.Abadie Optimises DOF's reduce with wave broadcast instrinsics. Change 4051839 by Mark.Satterthwaite Tiny fix to changing custom counters. Change 4052553 by Guillaume.Abadie Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass. Change 4052611 by Guillaume.Abadie Fixes a crashes in light shaft. Change 4052916 by Mark.Satterthwaite Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window. Change 4053111 by Rolando.Caloca DR - hlslcc - RequiresNegateDDY() Change 4053402 by Mark.Satterthwaite Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement. Change 4053454 by Mark.Satterthwaite More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error. Change 4053765 by Guillaume.Abadie Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change. Change 4053911 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering) Change 4053915 by Marcus.Wassmer Attempt to fix what looks like some unity build rearrangement issue. Change 4053916 by Marcus.Wassmer Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL Change 4054642 by Rolando.Caloca DR - Fix SCW not showing correct callstack/exception info on crashes Change 4054661 by Mark.Satterthwaite Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors. #jira UE-58670 Change 4054780 by Guillaume.Abadie Cuts number of shader permutation for DOF's gather pass from 138 to 41. Change 4054950 by Rolando.Caloca DR - vk - Fix negated ddy Change 4055019 by Guillaume.Abadie Cuts number of shader permutation for tonemapper from ~2k to 64. Change 4055144 by Guillaume.Abadie Adds an ensure to catch when there is too many permutations on a global shader. Change 4055240 by Krzysztof.Narkowicz Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer. #jira FORT-79981 Change 4055323 by Rolando.Caloca DR - Fix GLSL-based platforms Change 4055387 by Guillaume.Abadie Adds a point mirror between foreground and background bokeh to be phisically accurate. Change 4055403 by Rolando.Caloca DR - Fix uninitialized var causing crash Change 4055709 by Guillaume.Abadie Fixes a crash in SunTemple. Change 4055771 by Guillaume.Abadie Fixes DOF's reduce pass being compiled for SM4. #jira UE-58714 Change 4055876 by Rolando.Caloca DR - hlslcc - Fix crash during loop analysis on empty if() blocks Change 4056026 by Rolando.Caloca DR - Enable volumetric fog on Vulkan Change 4056272 by Guillaume.Abadie Exposes new DOF settings in post process settings. Change 4056460 by Brian.Karis Fix uniform buffer assert. Change 4057151 by Guillaume.Abadie Fixes a bug in DOF's temporal stability gathering pass. Change 4057220 by Guillaume.Abadie Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo. AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer. #jira UE-53997 Change 4057587 by Rolando.Caloca DR - Enable Diaphgram DOF on Vulkan Change 4058022 by Guillaume.Abadie Exposes new DOF settings to UCineCameraComponent Change 4058136 by Guillaume.Abadie Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback. Change 4058338 by Jostin.Bilyeu Checking in new map for verifying Mobile rendering features in conjunction with TAAU Change 4058352 by Matt.Collins Wrapped NSString for lambda capture. Change 4058500 by Rolando.Caloca DR - Fix bad normals & tangents on GL mobile #jira UE-57769 Change 4058723 by Rolando.Caloca DR - vk - Split device pipeline cache off generic cache file Change 4058782 by Mark.Satterthwaite Rebuild Mac hlslcc for 4055876 Change 4058791 by Mark.Satterthwaite Force MetalBackend to pick up new hlslcc. Change 4058840 by Guillaume.Abadie Fixes a bug in DOF's scalability setting groups Change 4058928 by Daniel.Wright Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array Change 4059141 by Marcus.Wassmer PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster) Change 4059227 by Brian.Karis Fix for simple forward Change 4059269 by Marcus.Wassmer Update test screenshots to account for minroughness changes from devrectlight Change 4059478 by Mark.Satterthwaite It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable. #jira UE-58773 Change 4059870 by Guillaume.Abadie Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)). #jira UE-58850 Change 4060324 by Rolando.Caloca DR - Very minor render pass Change 4060328 by Rolando.Caloca DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0 Change 4060461 by Jostin.Bilyeu Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU Change 4060698 by Marcus.Wassmer Merging xbox compile fix Change 4060930 by Marcus.Wassmer Fix android compile Change 4060971 by Mark.Satterthwaite Some missing #defines to guard functions that require an external plugin. #jira UE-58910 Change 4061104 by Guillaume.Abadie Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014. #jira UE-58900 Change 4061364 by Jostin.Bilyeu updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc. Change 4061743 by Mark.Satterthwaite Fix another build error for iOS. #jira UE-58827 Change 4061753 by Arne.Schober DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache #jira UE-58525 Change 4062236 by Mark.Satterthwaite AppleTV doesn't appear to support the set*Bytes APIs in Metal. #jira UE-58580 Change 4062320 by Guillaume.Abadie Enables bokeh simulation on scattered bokeh on Epic post process settings. Change 4062402 by Guillaume.Abadie Phiscally animates the rotation of the bokeh as aperture changes. Change 4062587 by Mark.Satterthwaite Fix another Ocean compile error. #jira N/A Change 4062811 by Marcus.Wassmer Only do newton iterations for area lights Fixes a host of AMD-only bugs Change 4063174 by Marcus.Wassmer Workaround shipping build compile error for all clang platforms. Change 4063760 by Guillaume.Abadie Changes the default number of diaphragm blades to 7. Change 4063992 by Marcus.Wassmer Fix DX12 crash when depthboundstest not available. Change 4064233 by Rolando.Caloca DR - Proper fix for GL changes related to tangents #jira UE-58948 Change 4064323 by Uriel.Doyon Increase the max number of uavs to 16 #jira 58898 Change 4064428 by Guillaume.Abadie Fixes a crashes on XB1 when doing async SSAO. Change 4064525 by Uriel.Doyon Better logic for depth bound support in d3d12. #jira 58956 Change 4064694 by Jian.Ru Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables Change 4064873 by Guillaume.Abadie Fixes wrong resource transitions in DOF's reduce passes. Change 4064956 by Guillaume.Abadie Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs. Change 4065215 by Arne.Schober DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied." In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated. Change 4065312 by Guillaume.Abadie Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect() Change 4070361 by Guillaume.Abadie Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy. Change 4070778 by Marcus.Wassmer Fix bad merge Change 4071337 by Rolando.Caloca DR - vk - Do not spam log Change 4048308 by Uriel.Doyon Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 : - Fixed d3derror when resizing the window in multi-gpu. - Fixed d3d12 checks when exiting in multi-gpu. - Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere. - RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding. - Removed of IRHIComputeContext::GetContextForGPUMask(). - Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase. - FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one. - Command lists now have a GPU mask set at creation time. - Support for immediate command list GPU mask. - Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack. - Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask". - Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU=" - Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr } - Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine. - Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering. [CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
TSharedRef<IDetailCustomization> FLocalLightComponentDetails::MakeInstance()
{
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ 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 3872507 by Arne.Schober Back out changelist 3870267 Change 3988916 by Marcin.Undak Quail/Linux compilation fix #rb none #codereview arciel.rekman Change 4042277 by Rolando.Caloca DR - Clear UBs between PSOs on D3D to help track down not setting resources Change 4042297 by Arne.Schober DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass) #jira UE-42135 Change 4042404 by Jian.Ru Fix a race condition when RT is disabled and then re-enabled #jira Change 4042437 by Richard.Wallis Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's. Note: New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding. Update: Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates. #jira UE-49526 Change 4042602 by Guillaume.Abadie Adds support for alpha channel in DOF. Change 4042603 by Guillaume.Abadie Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them. Change 4042671 by Guillaume.Abadie Massages DOF's shader code for HLSLCC. Change 4042772 by Mark.Satterthwaite Expose the MTLComputePipelineState's label string. Change 4043013 by Juan.Canada Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues. #jira UE-49290 Change 4043171 by Rolando.Caloca DR - Workaround crash on hlslcc Change 4043182 by Uriel.Doyon Fixed skylight issues when using pre-exposure. Improved IndirectIrradiance gbuffer encoding when using pre-exposure. Change 4043452 by Mark.Satterthwaite Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive. Change 4044732 by Richard.Wallis Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method. #jira UE-57549 Change 4044741 by Guillaume.Abadie Fixes a couple of regressions in DOF when using temporal upsampling. Change 4044753 by Guillaume.Abadie Fixes a bug in WaveBroadcastIntrinsics.ush Change 4045010 by Guillaume.Abadie Creates TM-DepthOfField in QAGame to test DOF. Change 4045417 by Jian.Ru Prevent recursive flush #jira Change 4045923 by Mark.Satterthwaite Further insulate private plugin usage within MetalRHI. Change 4046006 by Mark.Satterthwaite Simplify dependency on the private module and hope it now builds properly. Change 4046612 by Mark.Satterthwaite Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work. #jira UE-55234 Change 4047504 by Mark.Satterthwaite Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms. Change 4048765 by Uriel.Doyon Fixed compilation issue from CL 4048308 Change 4048776 by Guillaume.Abadie Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF. Change 4049059 by Mark.Satterthwaite Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore. Change 4050290 by Mark.Satterthwaite Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit. Change 4050822 by Mark.Satterthwaite Partial custom counter support - still has bugs. Change 4051210 by Guillaume.Abadie Dumps PermutationID of shader when shader compile worker crashes. Change 4051652 by Guillaume.Abadie Optimises DOF's reduce with wave broadcast instrinsics. Change 4051839 by Mark.Satterthwaite Tiny fix to changing custom counters. Change 4052553 by Guillaume.Abadie Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass. Change 4052611 by Guillaume.Abadie Fixes a crashes in light shaft. Change 4052916 by Mark.Satterthwaite Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window. Change 4053111 by Rolando.Caloca DR - hlslcc - RequiresNegateDDY() Change 4053402 by Mark.Satterthwaite Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement. Change 4053454 by Mark.Satterthwaite More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error. Change 4053765 by Guillaume.Abadie Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change. Change 4053911 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering) Change 4053915 by Marcus.Wassmer Attempt to fix what looks like some unity build rearrangement issue. Change 4053916 by Marcus.Wassmer Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL Change 4054642 by Rolando.Caloca DR - Fix SCW not showing correct callstack/exception info on crashes Change 4054661 by Mark.Satterthwaite Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors. #jira UE-58670 Change 4054780 by Guillaume.Abadie Cuts number of shader permutation for DOF's gather pass from 138 to 41. Change 4054950 by Rolando.Caloca DR - vk - Fix negated ddy Change 4055019 by Guillaume.Abadie Cuts number of shader permutation for tonemapper from ~2k to 64. Change 4055144 by Guillaume.Abadie Adds an ensure to catch when there is too many permutations on a global shader. Change 4055240 by Krzysztof.Narkowicz Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer. #jira FORT-79981 Change 4055323 by Rolando.Caloca DR - Fix GLSL-based platforms Change 4055387 by Guillaume.Abadie Adds a point mirror between foreground and background bokeh to be phisically accurate. Change 4055403 by Rolando.Caloca DR - Fix uninitialized var causing crash Change 4055709 by Guillaume.Abadie Fixes a crash in SunTemple. Change 4055771 by Guillaume.Abadie Fixes DOF's reduce pass being compiled for SM4. #jira UE-58714 Change 4055876 by Rolando.Caloca DR - hlslcc - Fix crash during loop analysis on empty if() blocks Change 4056026 by Rolando.Caloca DR - Enable volumetric fog on Vulkan Change 4056272 by Guillaume.Abadie Exposes new DOF settings in post process settings. Change 4056460 by Brian.Karis Fix uniform buffer assert. Change 4057151 by Guillaume.Abadie Fixes a bug in DOF's temporal stability gathering pass. Change 4057220 by Guillaume.Abadie Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo. AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer. #jira UE-53997 Change 4057587 by Rolando.Caloca DR - Enable Diaphgram DOF on Vulkan Change 4058022 by Guillaume.Abadie Exposes new DOF settings to UCineCameraComponent Change 4058136 by Guillaume.Abadie Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback. Change 4058338 by Jostin.Bilyeu Checking in new map for verifying Mobile rendering features in conjunction with TAAU Change 4058352 by Matt.Collins Wrapped NSString for lambda capture. Change 4058500 by Rolando.Caloca DR - Fix bad normals & tangents on GL mobile #jira UE-57769 Change 4058723 by Rolando.Caloca DR - vk - Split device pipeline cache off generic cache file Change 4058782 by Mark.Satterthwaite Rebuild Mac hlslcc for 4055876 Change 4058791 by Mark.Satterthwaite Force MetalBackend to pick up new hlslcc. Change 4058840 by Guillaume.Abadie Fixes a bug in DOF's scalability setting groups Change 4058928 by Daniel.Wright Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array Change 4059141 by Marcus.Wassmer PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster) Change 4059227 by Brian.Karis Fix for simple forward Change 4059269 by Marcus.Wassmer Update test screenshots to account for minroughness changes from devrectlight Change 4059478 by Mark.Satterthwaite It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable. #jira UE-58773 Change 4059870 by Guillaume.Abadie Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)). #jira UE-58850 Change 4060324 by Rolando.Caloca DR - Very minor render pass Change 4060328 by Rolando.Caloca DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0 Change 4060461 by Jostin.Bilyeu Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU Change 4060698 by Marcus.Wassmer Merging xbox compile fix Change 4060930 by Marcus.Wassmer Fix android compile Change 4060971 by Mark.Satterthwaite Some missing #defines to guard functions that require an external plugin. #jira UE-58910 Change 4061104 by Guillaume.Abadie Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014. #jira UE-58900 Change 4061364 by Jostin.Bilyeu updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc. Change 4061743 by Mark.Satterthwaite Fix another build error for iOS. #jira UE-58827 Change 4061753 by Arne.Schober DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache #jira UE-58525 Change 4062236 by Mark.Satterthwaite AppleTV doesn't appear to support the set*Bytes APIs in Metal. #jira UE-58580 Change 4062320 by Guillaume.Abadie Enables bokeh simulation on scattered bokeh on Epic post process settings. Change 4062402 by Guillaume.Abadie Phiscally animates the rotation of the bokeh as aperture changes. Change 4062587 by Mark.Satterthwaite Fix another Ocean compile error. #jira N/A Change 4062811 by Marcus.Wassmer Only do newton iterations for area lights Fixes a host of AMD-only bugs Change 4063174 by Marcus.Wassmer Workaround shipping build compile error for all clang platforms. Change 4063760 by Guillaume.Abadie Changes the default number of diaphragm blades to 7. Change 4063992 by Marcus.Wassmer Fix DX12 crash when depthboundstest not available. Change 4064233 by Rolando.Caloca DR - Proper fix for GL changes related to tangents #jira UE-58948 Change 4064323 by Uriel.Doyon Increase the max number of uavs to 16 #jira 58898 Change 4064428 by Guillaume.Abadie Fixes a crashes on XB1 when doing async SSAO. Change 4064525 by Uriel.Doyon Better logic for depth bound support in d3d12. #jira 58956 Change 4064694 by Jian.Ru Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables Change 4064873 by Guillaume.Abadie Fixes wrong resource transitions in DOF's reduce passes. Change 4064956 by Guillaume.Abadie Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs. Change 4065215 by Arne.Schober DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied." In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated. Change 4065312 by Guillaume.Abadie Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect() Change 4070361 by Guillaume.Abadie Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy. Change 4070778 by Marcus.Wassmer Fix bad merge Change 4071337 by Rolando.Caloca DR - vk - Do not spam log Change 4048308 by Uriel.Doyon Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 : - Fixed d3derror when resizing the window in multi-gpu. - Fixed d3d12 checks when exiting in multi-gpu. - Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere. - RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding. - Removed of IRHIComputeContext::GetContextForGPUMask(). - Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase. - FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one. - Command lists now have a GPU mask set at creation time. - Support for immediate command list GPU mask. - Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack. - Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask". - Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU=" - Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr } - Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine. - Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering. [CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
return MakeShareable( new FLocalLightComponentDetails );
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ 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 3872507 by Arne.Schober Back out changelist 3870267 Change 3988916 by Marcin.Undak Quail/Linux compilation fix #rb none #codereview arciel.rekman Change 4042277 by Rolando.Caloca DR - Clear UBs between PSOs on D3D to help track down not setting resources Change 4042297 by Arne.Schober DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass) #jira UE-42135 Change 4042404 by Jian.Ru Fix a race condition when RT is disabled and then re-enabled #jira Change 4042437 by Richard.Wallis Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's. Note: New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding. Update: Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates. #jira UE-49526 Change 4042602 by Guillaume.Abadie Adds support for alpha channel in DOF. Change 4042603 by Guillaume.Abadie Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them. Change 4042671 by Guillaume.Abadie Massages DOF's shader code for HLSLCC. Change 4042772 by Mark.Satterthwaite Expose the MTLComputePipelineState's label string. Change 4043013 by Juan.Canada Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues. #jira UE-49290 Change 4043171 by Rolando.Caloca DR - Workaround crash on hlslcc Change 4043182 by Uriel.Doyon Fixed skylight issues when using pre-exposure. Improved IndirectIrradiance gbuffer encoding when using pre-exposure. Change 4043452 by Mark.Satterthwaite Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive. Change 4044732 by Richard.Wallis Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method. #jira UE-57549 Change 4044741 by Guillaume.Abadie Fixes a couple of regressions in DOF when using temporal upsampling. Change 4044753 by Guillaume.Abadie Fixes a bug in WaveBroadcastIntrinsics.ush Change 4045010 by Guillaume.Abadie Creates TM-DepthOfField in QAGame to test DOF. Change 4045417 by Jian.Ru Prevent recursive flush #jira Change 4045923 by Mark.Satterthwaite Further insulate private plugin usage within MetalRHI. Change 4046006 by Mark.Satterthwaite Simplify dependency on the private module and hope it now builds properly. Change 4046612 by Mark.Satterthwaite Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work. #jira UE-55234 Change 4047504 by Mark.Satterthwaite Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms. Change 4048765 by Uriel.Doyon Fixed compilation issue from CL 4048308 Change 4048776 by Guillaume.Abadie Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF. Change 4049059 by Mark.Satterthwaite Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore. Change 4050290 by Mark.Satterthwaite Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit. Change 4050822 by Mark.Satterthwaite Partial custom counter support - still has bugs. Change 4051210 by Guillaume.Abadie Dumps PermutationID of shader when shader compile worker crashes. Change 4051652 by Guillaume.Abadie Optimises DOF's reduce with wave broadcast instrinsics. Change 4051839 by Mark.Satterthwaite Tiny fix to changing custom counters. Change 4052553 by Guillaume.Abadie Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass. Change 4052611 by Guillaume.Abadie Fixes a crashes in light shaft. Change 4052916 by Mark.Satterthwaite Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window. Change 4053111 by Rolando.Caloca DR - hlslcc - RequiresNegateDDY() Change 4053402 by Mark.Satterthwaite Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement. Change 4053454 by Mark.Satterthwaite More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error. Change 4053765 by Guillaume.Abadie Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change. Change 4053911 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering) Change 4053915 by Marcus.Wassmer Attempt to fix what looks like some unity build rearrangement issue. Change 4053916 by Marcus.Wassmer Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL Change 4054642 by Rolando.Caloca DR - Fix SCW not showing correct callstack/exception info on crashes Change 4054661 by Mark.Satterthwaite Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors. #jira UE-58670 Change 4054780 by Guillaume.Abadie Cuts number of shader permutation for DOF's gather pass from 138 to 41. Change 4054950 by Rolando.Caloca DR - vk - Fix negated ddy Change 4055019 by Guillaume.Abadie Cuts number of shader permutation for tonemapper from ~2k to 64. Change 4055144 by Guillaume.Abadie Adds an ensure to catch when there is too many permutations on a global shader. Change 4055240 by Krzysztof.Narkowicz Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer. #jira FORT-79981 Change 4055323 by Rolando.Caloca DR - Fix GLSL-based platforms Change 4055387 by Guillaume.Abadie Adds a point mirror between foreground and background bokeh to be phisically accurate. Change 4055403 by Rolando.Caloca DR - Fix uninitialized var causing crash Change 4055709 by Guillaume.Abadie Fixes a crash in SunTemple. Change 4055771 by Guillaume.Abadie Fixes DOF's reduce pass being compiled for SM4. #jira UE-58714 Change 4055876 by Rolando.Caloca DR - hlslcc - Fix crash during loop analysis on empty if() blocks Change 4056026 by Rolando.Caloca DR - Enable volumetric fog on Vulkan Change 4056272 by Guillaume.Abadie Exposes new DOF settings in post process settings. Change 4056460 by Brian.Karis Fix uniform buffer assert. Change 4057151 by Guillaume.Abadie Fixes a bug in DOF's temporal stability gathering pass. Change 4057220 by Guillaume.Abadie Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo. AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer. #jira UE-53997 Change 4057587 by Rolando.Caloca DR - Enable Diaphgram DOF on Vulkan Change 4058022 by Guillaume.Abadie Exposes new DOF settings to UCineCameraComponent Change 4058136 by Guillaume.Abadie Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback. Change 4058338 by Jostin.Bilyeu Checking in new map for verifying Mobile rendering features in conjunction with TAAU Change 4058352 by Matt.Collins Wrapped NSString for lambda capture. Change 4058500 by Rolando.Caloca DR - Fix bad normals & tangents on GL mobile #jira UE-57769 Change 4058723 by Rolando.Caloca DR - vk - Split device pipeline cache off generic cache file Change 4058782 by Mark.Satterthwaite Rebuild Mac hlslcc for 4055876 Change 4058791 by Mark.Satterthwaite Force MetalBackend to pick up new hlslcc. Change 4058840 by Guillaume.Abadie Fixes a bug in DOF's scalability setting groups Change 4058928 by Daniel.Wright Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array Change 4059141 by Marcus.Wassmer PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster) Change 4059227 by Brian.Karis Fix for simple forward Change 4059269 by Marcus.Wassmer Update test screenshots to account for minroughness changes from devrectlight Change 4059478 by Mark.Satterthwaite It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable. #jira UE-58773 Change 4059870 by Guillaume.Abadie Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)). #jira UE-58850 Change 4060324 by Rolando.Caloca DR - Very minor render pass Change 4060328 by Rolando.Caloca DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0 Change 4060461 by Jostin.Bilyeu Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU Change 4060698 by Marcus.Wassmer Merging xbox compile fix Change 4060930 by Marcus.Wassmer Fix android compile Change 4060971 by Mark.Satterthwaite Some missing #defines to guard functions that require an external plugin. #jira UE-58910 Change 4061104 by Guillaume.Abadie Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014. #jira UE-58900 Change 4061364 by Jostin.Bilyeu updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc. Change 4061743 by Mark.Satterthwaite Fix another build error for iOS. #jira UE-58827 Change 4061753 by Arne.Schober DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache #jira UE-58525 Change 4062236 by Mark.Satterthwaite AppleTV doesn't appear to support the set*Bytes APIs in Metal. #jira UE-58580 Change 4062320 by Guillaume.Abadie Enables bokeh simulation on scattered bokeh on Epic post process settings. Change 4062402 by Guillaume.Abadie Phiscally animates the rotation of the bokeh as aperture changes. Change 4062587 by Mark.Satterthwaite Fix another Ocean compile error. #jira N/A Change 4062811 by Marcus.Wassmer Only do newton iterations for area lights Fixes a host of AMD-only bugs Change 4063174 by Marcus.Wassmer Workaround shipping build compile error for all clang platforms. Change 4063760 by Guillaume.Abadie Changes the default number of diaphragm blades to 7. Change 4063992 by Marcus.Wassmer Fix DX12 crash when depthboundstest not available. Change 4064233 by Rolando.Caloca DR - Proper fix for GL changes related to tangents #jira UE-58948 Change 4064323 by Uriel.Doyon Increase the max number of uavs to 16 #jira 58898 Change 4064428 by Guillaume.Abadie Fixes a crashes on XB1 when doing async SSAO. Change 4064525 by Uriel.Doyon Better logic for depth bound support in d3d12. #jira 58956 Change 4064694 by Jian.Ru Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables Change 4064873 by Guillaume.Abadie Fixes wrong resource transitions in DOF's reduce passes. Change 4064956 by Guillaume.Abadie Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs. Change 4065215 by Arne.Schober DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied." In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated. Change 4065312 by Guillaume.Abadie Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect() Change 4070361 by Guillaume.Abadie Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy. Change 4070778 by Marcus.Wassmer Fix bad merge Change 4071337 by Rolando.Caloca DR - vk - Do not spam log Change 4048308 by Uriel.Doyon Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 : - Fixed d3derror when resizing the window in multi-gpu. - Fixed d3d12 checks when exiting in multi-gpu. - Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere. - RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding. - Removed of IRHIComputeContext::GetContextForGPUMask(). - Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase. - FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one. - Command lists now have a GPU mask set at creation time. - Support for immediate command list GPU mask. - Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack. - Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask". - Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU=" - Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr } - Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine. - Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering. [CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
void FLocalLightComponentDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
{
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
TArray<TWeakObjectPtr<UObject>> Objects;
DetailBuilder.GetObjectsBeingCustomized(Objects);
ULocalLightComponent* Component = Cast<ULocalLightComponent>(Objects[0].Get());
IDetailCategoryBuilder& LightCategory = DetailBuilder.EditCategory("Light", FText::GetEmpty(), ECategoryPriority::TypeSpecific);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4072632) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ 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 3872507 by Arne.Schober Back out changelist 3870267 Change 3988916 by Marcin.Undak Quail/Linux compilation fix #rb none #codereview arciel.rekman Change 4042277 by Rolando.Caloca DR - Clear UBs between PSOs on D3D to help track down not setting resources Change 4042297 by Arne.Schober DR - Fix case where LPV requires SSAO to run but no GBuffer is available in formward mode. In this case we force the behaviour to use the simple AO (as ASyncAO pass) #jira UE-42135 Change 4042404 by Jian.Ru Fix a race condition when RT is disabled and then re-enabled #jira Change 4042437 by Richard.Wallis Mac Localization - Mac now uses FUICommand and NSLOCTEXT to build main menu items. Don't fetch menu items using name since that could change. Lookup using ID's. Note: New CB function binding system in *FStartupApplicationToMacMenuBinder*. Added to simplify the existing and new CB function binding. Update: Application menu now also gets an update on runtime langauge changed event. Other menu's get updated anyway as per runloop updates. #jira UE-49526 Change 4042602 by Guillaume.Abadie Adds support for alpha channel in DOF. Change 4042603 by Guillaume.Abadie Gates global sampler behind SUPPORTS_INDEPENDENT_SAMPLERS for nicer error messsage on platform that do not support them. Change 4042671 by Guillaume.Abadie Massages DOF's shader code for HLSLCC. Change 4042772 by Mark.Satterthwaite Expose the MTLComputePipelineState's label string. Change 4043013 by Juan.Canada Fixed bounds of skeletal meshes could be inverted (min > max) with negative scaling. That was breaking occlusion tests in some scenes, creating flicking issues. #jira UE-49290 Change 4043171 by Rolando.Caloca DR - Workaround crash on hlslcc Change 4043182 by Uriel.Doyon Fixed skylight issues when using pre-exposure. Improved IndirectIrradiance gbuffer encoding when using pre-exposure. Change 4043452 by Mark.Satterthwaite Extensively refactor the MetalRHI GPU profiling code. There is now a "MetalProfiler Start/Stop/Frames=X" in-game command that will spit out JSON files similar to the platform-agnostic TracingProfiler, but this displays the command-buffer encoding and execution which actually makes sense with Metal where we can't arbitrarily insert requests for time-stamps and breaking command-buffers/encoders is expensive. Change 4044732 by Richard.Wallis Fix for macOs restoring to fullscreen results in render with large black border. Also tested that is fix doesn't seem to re-introduce UE-51270 (CL 3696161). There appears to be an edge case that can cause the toogleFullScreen: method to not correctly expand window frame to the full screen size - we end up with a frame size of the previous setting. Forcing the correct values doesn't fix the issue - the only consistant fix seems to be to re-introduce the - (NSSize)window:(NSWindow *)window willUseFullScreenContentSize:(NSSize)proposedSize delegate method. #jira UE-57549 Change 4044741 by Guillaume.Abadie Fixes a couple of regressions in DOF when using temporal upsampling. Change 4044753 by Guillaume.Abadie Fixes a bug in WaveBroadcastIntrinsics.ush Change 4045010 by Guillaume.Abadie Creates TM-DepthOfField in QAGame to test DOF. Change 4045417 by Jian.Ru Prevent recursive flush #jira Change 4045923 by Mark.Satterthwaite Further insulate private plugin usage within MetalRHI. Change 4046006 by Mark.Satterthwaite Simplify dependency on the private module and hope it now builds properly. Change 4046612 by Mark.Satterthwaite Apple A9 introduced support for baseVertex & baseInstance, earlier GPUs don't support it at all. The code was incorrectly compiling shaders assuming they did at given Metal shader standard versions. Instead we always compile mobile shaders assuming they don't support base index & vertex and for dektop shaders we now need an A9 or better GPU for it to work. #jira UE-55234 Change 4047504 by Mark.Satterthwaite Supress warnings about the missing module when not available or enabled. Also make it work on all Metal platforms. Change 4048765 by Uriel.Doyon Fixed compilation issue from CL 4048308 Change 4048776 by Guillaume.Abadie Fixes a static pixel projection regressions in TAA caused by alpha channel support in DOF. Change 4049059 by Mark.Satterthwaite Thread names in the MetalProfiler output and don't load the private module when selecting a device as it isn't useful anymore. Change 4050290 by Mark.Satterthwaite Sort out the timebase for all the different Metal clocks when profiling - everything is now in microseconds and seems to line up! Need to rework all the other timing code similarly - but not in this commit. Change 4050822 by Mark.Satterthwaite Partial custom counter support - still has bugs. Change 4051210 by Guillaume.Abadie Dumps PermutationID of shader when shader compile worker crashes. Change 4051652 by Guillaume.Abadie Optimises DOF's reduce with wave broadcast instrinsics. Change 4051839 by Mark.Satterthwaite Tiny fix to changing custom counters. Change 4052553 by Guillaume.Abadie Implements GATHER_INPUT_LAYOUT_RGB_SEPARATE_COC to save texture bandwidth in gather pass. Change 4052611 by Guillaume.Abadie Fixes a crashes in light shaft. Change 4052916 by Mark.Satterthwaite Extend the Mac & iOS Frame-Pacer API to proivde the target output time and the intended duration so that the MetalProfiler can record the display V-Blank window. Change 4053111 by Rolando.Caloca DR - hlslcc - RequiresNegateDDY() Change 4053402 by Mark.Satterthwaite Add instrumentation for buffer & texture allocation and shader & pipeline compilation to MetalProfiler. Everything that I personally care to track should now be in place but the implementation details are grim so there's still plenty of room for improvement. Change 4053454 by Mark.Satterthwaite More attempts to allow the builders to compile for Mac in such a fashion that the private module's perfectly innocuous headers don't cause an error. Change 4053765 by Guillaume.Abadie Fixes a failure in DOFGather's ShouldCompilePermutation() caused by R11G11B10 change. Change 4053911 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Rendering-RectLight@4053906 to Dev-Rendering (//UE4/Dev-Rendering) Change 4053915 by Marcus.Wassmer Attempt to fix what looks like some unity build rearrangement issue. Change 4053916 by Marcus.Wassmer Fix PS4 shader compile issues. Point seems to be a reserved keyword in PSSL Change 4054642 by Rolando.Caloca DR - Fix SCW not showing correct callstack/exception info on crashes Change 4054661 by Mark.Satterthwaite Make thre MetalBackend convert depth texture sampls to float4 from float to match the expected return type and fix compiler errors. #jira UE-58670 Change 4054780 by Guillaume.Abadie Cuts number of shader permutation for DOF's gather pass from 138 to 41. Change 4054950 by Rolando.Caloca DR - vk - Fix negated ddy Change 4055019 by Guillaume.Abadie Cuts number of shader permutation for tonemapper from ~2k to 64. Change 4055144 by Guillaume.Abadie Adds an ensure to catch when there is too many permutations on a global shader. Change 4055240 by Krzysztof.Narkowicz Checkboard subsurface fix for resolutions non divisible by 2. Align up subsurface prepare buffer, so downsampling always pickups correct pixel from the full-res buffer. #jira FORT-79981 Change 4055323 by Rolando.Caloca DR - Fix GLSL-based platforms Change 4055387 by Guillaume.Abadie Adds a point mirror between foreground and background bokeh to be phisically accurate. Change 4055403 by Rolando.Caloca DR - Fix uninitialized var causing crash Change 4055709 by Guillaume.Abadie Fixes a crash in SunTemple. Change 4055771 by Guillaume.Abadie Fixes DOF's reduce pass being compiled for SM4. #jira UE-58714 Change 4055876 by Rolando.Caloca DR - hlslcc - Fix crash during loop analysis on empty if() blocks Change 4056026 by Rolando.Caloca DR - Enable volumetric fog on Vulkan Change 4056272 by Guillaume.Abadie Exposes new DOF settings in post process settings. Change 4056460 by Brian.Karis Fix uniform buffer assert. Change 4057151 by Guillaume.Abadie Fixes a bug in DOF's temporal stability gathering pass. Change 4057220 by Guillaume.Abadie Cherry-picks and reworks experimental AO decal from GDC 2017's The Human Race demo. AO decal are on purpose not supported with ASync AO, because the proper way location to do that would be right before whenever a pass use it, but is currently challenging to track down considering the screen space AO buffer is used a by a lot of different passes through the scene texture uniform buffer. #jira UE-53997 Change 4057587 by Rolando.Caloca DR - Enable Diaphgram DOF on Vulkan Change 4058022 by Guillaume.Abadie Exposes new DOF settings to UCineCameraComponent Change 4058136 by Guillaume.Abadie Replaces Circle DOF with Diaphragm DOF on supported platforms by default, with renderer settings to fallback. Change 4058338 by Jostin.Bilyeu Checking in new map for verifying Mobile rendering features in conjunction with TAAU Change 4058352 by Matt.Collins Wrapped NSString for lambda capture. Change 4058500 by Rolando.Caloca DR - Fix bad normals & tangents on GL mobile #jira UE-57769 Change 4058723 by Rolando.Caloca DR - vk - Split device pipeline cache off generic cache file Change 4058782 by Mark.Satterthwaite Rebuild Mac hlslcc for 4055876 Change 4058791 by Mark.Satterthwaite Force MetalBackend to pick up new hlslcc. Change 4058840 by Guillaume.Abadie Fixes a bug in DOF's scalability setting groups Change 4058928 by Daniel.Wright Fixed dangling FSceneViewStateReference references getting created when scene capture reallocates its ViewStates array Change 4059141 by Marcus.Wassmer PR #3799: Fix for leak in BatchedLines (Contributed by DSDambuster) Change 4059227 by Brian.Karis Fix for simple forward Change 4059269 by Marcus.Wassmer Update test screenshots to account for minroughness changes from devrectlight Change 4059478 by Mark.Satterthwaite It looks like FMetalCompiledShaderCache was misusing FRWScopeLock in ways that I can't believe even compiled - it looks like it ended up creating and destroying the scope-lock as a temporary rather than treating it as a block-local variable. #jira UE-58773 Change 4059870 by Guillaume.Abadie Works arround an HLSLCC bug in DOF's recombine pass that was using a AtomicMax(asfloat(MyFloat)). #jira UE-58850 Change 4060324 by Rolando.Caloca DR - Very minor render pass Change 4060328 by Rolando.Caloca DR - vk - Fix crash when running with r.Vulkan.DelayAcquireBackBuffer=0 Change 4060461 by Jostin.Bilyeu Updated test map for use during Mobile Rendering based testing. Map name TM-Mobile_TAAU Change 4060698 by Marcus.Wassmer Merging xbox compile fix Change 4060930 by Marcus.Wassmer Fix android compile Change 4060971 by Mark.Satterthwaite Some missing #defines to guard functions that require an external plugin. #jira UE-58910 Change 4061104 by Guillaume.Abadie Whitelists mobile tonemapper's high number of permutation in mean time it gets fixed by UE-58014. #jira UE-58900 Change 4061364 by Jostin.Bilyeu updated Test map TM-TAAU_Mobile to added lighting importance volume, reflection spheres etc. Change 4061743 by Mark.Satterthwaite Fix another build error for iOS. #jira UE-58827 Change 4061753 by Arne.Schober DR - Higher precision (16bit per channel) for RecomputeTangent and Skincache #jira UE-58525 Change 4062236 by Mark.Satterthwaite AppleTV doesn't appear to support the set*Bytes APIs in Metal. #jira UE-58580 Change 4062320 by Guillaume.Abadie Enables bokeh simulation on scattered bokeh on Epic post process settings. Change 4062402 by Guillaume.Abadie Phiscally animates the rotation of the bokeh as aperture changes. Change 4062587 by Mark.Satterthwaite Fix another Ocean compile error. #jira N/A Change 4062811 by Marcus.Wassmer Only do newton iterations for area lights Fixes a host of AMD-only bugs Change 4063174 by Marcus.Wassmer Workaround shipping build compile error for all clang platforms. Change 4063760 by Guillaume.Abadie Changes the default number of diaphragm blades to 7. Change 4063992 by Marcus.Wassmer Fix DX12 crash when depthboundstest not available. Change 4064233 by Rolando.Caloca DR - Proper fix for GL changes related to tangents #jira UE-58948 Change 4064323 by Uriel.Doyon Increase the max number of uavs to 16 #jira 58898 Change 4064428 by Guillaume.Abadie Fixes a crashes on XB1 when doing async SSAO. Change 4064525 by Uriel.Doyon Better logic for depth bound support in d3d12. #jira 58956 Change 4064694 by Jian.Ru Fix a bug in FMaterialBakingModule::ReadTextureOutput caused by uninitialized variables Change 4064873 by Guillaume.Abadie Fixes wrong resource transitions in DOF's reduce passes. Change 4064956 by Guillaume.Abadie Disables R11G11B10 optimisations on platforms that can't supports more than 8 UAVs. Change 4065215 by Arne.Schober DR - Make Clang Happy the standart says: "A variable or non-overloaded function whose name appears as a potentially-evaluated expression is odr-used unless it is an object that satisfies the requirements for appearing in a constant expression (5.19) and the lvalue-to-rvalue conversion (4.1) is immediately applied." In English this means that when the reference is taken (or it is passed by reference) the pointers could be compared and therefore needed to be allocated. Change 4065312 by Guillaume.Abadie Fixes D3D12RHI doing a draw indexed indirect behind a DrawPrimitiveIndirect() Change 4070361 by Guillaume.Abadie Fixes resource transitions for PS4. PS4 RHI's logic to check for resource transition is still buggy. Change 4070778 by Marcus.Wassmer Fix bad merge Change 4071337 by Rolando.Caloca DR - vk - Do not spam log Change 4048308 by Uriel.Doyon Merging //UE4/Partner-MGPU to Dev-Rendering (//UE4/Dev-Rendering) at CL 4047519 : - Fixed d3derror when resizing the window in multi-gpu. - Fixed d3d12 checks when exiting in multi-gpu. - Command context containter can now only be used with a single gpu mask. This cleans up passing the mask everywhere. - RenderPass now reuse the current GPUMask instead of assuming the view mask. Decoupling furter more the binding. - Removed of IRHIComputeContext::GetContextForGPUMask(). - Removed GPUMask from QueueRenderThreadCommandListSubmit and QueueCommandListSubmit since it is now a member of FRHICommandListBase. - FRHICommandListBase::CopyContext() can not change anymore the GPUMask and the target list must have the same GPUMask as the reference one. - Command lists now have a GPU mask set at creation time. - Support for immediate command list GPU mask. - Using the new SCOPED_GPU_MASK where we previously used a new command list on the stack. - Refactored most NodeMask naming to GPUMask, and also "const FRHIGPUMask&" to "FRHIGPUMask". - Commandline option "-mgpu" is now replaced by "-MaxGPUCount=" and "-PresentGPU=" - Multi-gpu modes are now controlled through -mgpumode={ gpu0, gpu1, broadcast, avr, afr } - Defines WITH_SLI and WITH_MGPU now control the path to multi-gpu support in the engine. - Variable GNumActiveGPUsForRendering is now split in GNumAlternateFrameRenderingGroups and GNumExplicitGPUsForRendering. [CL 4072858 by Marcus Wassmer in Main branch]
2018-05-15 11:11:48 -04:00
LightCategory.AddProperty( DetailBuilder.GetProperty( GET_MEMBER_NAME_CHECKED(ULocalLightComponent, AttenuationRadius), ULocalLightComponent::StaticClass() ) );
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
}
#undef LOCTEXT_NAMESPACE