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UnrealEngineUWP/Engine/Shaders/Private/PostProcessDOF.usf

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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
PostProcessDOF.usf: PostProcessing Depth of Field
=============================================================================*/
#define FAR_BLUR FAR_BLUR_COUNT >= 1
#define NEAR_BLUR NEAR_BLUR_COUNT >= 1
#define DOF_VIGNETTE NEAR_BLUR_COUNT == 2
#define MRT_COUNT FAR_BLUR_COUNT + (NEAR_BLUR_COUNT > 0 ? 1 : 0)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3511476) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3372740 by Chris.Bunner [Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute). StencilSceneTexture added to deferred list. A few known issues to be fixed in a follow-up CL. Change 3374187 by Chris.Bunner Volume texture support for CombineLUTs/Tonemap compute pass. Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS. Skip compute post process out-of-bounds writes. Unsigned type conversion fixes. Trimmed compute post process shader inputs. Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454636 by Uriel.Doyon Fixed point light having an extra scale of 16 in mobile #jira UE-45272 Change 3454844 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3461206 by Guillaume.Abadie Adds possibility to scene captures and player controller to render no primitives at all. Change 3461207 by Guillaume.Abadie Exposes showflag details to USceneCaptureComponent. This gives the possibility to configure scene capture's showflags in blueprint encapsulated compositing pipeline. #jira UE-6810 Change 3461233 by Chris.Bunner Added Log10 material expression. Added tooltip for Log2 and Log10. Change 3461434 by Michael.Trepka Copy of CL 3456118 In Metal RHI report texture streaming as immediately successful as on D3D to avoid a race-condition leading to deadlock between the Main, Game, Render & RHI threads. #jira UE-44961 Change 3461770 by Benjamin.Hyder Submitting TM-RayTracedDistanceField map Change 3461929 by Marc.Olano Add Sobol blueprint and material node test maps to RenderTest project Change 3462249 by Uriel.Doyon Translucency after DoF is now disabled when showflag postprocess is disabled. Change 3462371 by Brian.Karis VT addressing is now 64bit to support huge sparse virtualized volumes 16bit page tables working. Change 3462936 by Marc.Olano Extend Sobol testing map with comparision between Random Sobol and Next Sobol functions Change 3464394 by Uriel.Doyon Improved synchronization for texture streaming commands. This fixes an issue when accessing FStreamingTexture for pending textures. Change 3464743 by Guillaume.Abadie Adds .usf file extension on all shader's source file names and adds checks to verify them at engine load time. Change 3464818 by Guillaume.Abadie Fixes compilation error in FindShaderRelativePath Change 3465184 by Daniel.Wright r.Shadow.PreShadowResolutionFactor 1.0 on Epic shadow settings Change 3465283 by Marc.Olano Update Sobol Gray code tables to match random order tables Change 3465976 by Arne.Schober DR - [UE-44393] - The Canvas is using the Globalshaders for clearing but compilation is done asynconously at load time. Unfortunately there could be Code that uses a canvas to draw and cause this issue in between. There might be some plugins that do this. For now we need to wait and block for the shaqders to be compiled until we can allo the use of the canvas. #RB none Change 3467513 by Guillaume.Abadie Fixes an issue where primitives would no longer draw in gameplay. #jira UE-45550 Change 3471116 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms. Merge of CL 3327784 dev-editor stream from Michael Trepka with some extra changes. - Also removed Metal shader platforms from PlatformSupportsDebugViewShaders() otherwise we get a compiler error. HLSL register binds not implemented in metal backend. #jira UE-39108 Change 3471117 by Richard.Wallis Drop down menus clip on 27" Screen iMacs. Disable viewport HDR rendering on macOS 10.12.x when in editor. #jira UE-43026 Change 3471130 by Richard.Wallis Mac GPU hang causes editor output log to be written to the wrong file. Try to emulate windows behaviour when opening a file for reading or writing. Tested against behaviour of windows log file with multiple instances running. - Only defined in for Mac and non shipping. #jira UE-44934 Change 3471224 by Guillaume.Abadie Lets the ProjectFileGenerator to look at Shaders/ directories in plugin and game projects. Change 3471646 by Daniel.Wright Fixed ensure opening UT system settings Change 3471862 by Arne.Schober DR - revert accidently checked in changes. #RB Chris.Bunner Change 3472249 by Guillaume.Abadie Implements virtual shader source directory mapping. - /Engine/... maps to Engine/Shaders/... - /Plugin/FooBar/... maps to FooBar plugin's Shaders/ directory - /Project/... maps to project's Shaders/ directory Change 3472443 by Daniel.Wright Moved the Rendering category for lights to be just below the Light category, so the bVisible property is easily accessible Change 3474537 by Uriel.Doyon Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) Change 3475192 by Guillaume.Abadie Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475209 by Guillaume.Abadie Back out changelist 3475192 Change 3475252 by Guillaume.Abadie Reland: Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475389 by Guillaume.Abadie Adds LensDistortion plugin's feature tests. Change 3475538 by Guillaume.Abadie Adds the /Engine/* prefix on all of the renderer's USF file references. Change 3475568 by Guillaume.Abadie Adds a check for virtual shader source file path format in FShaderType::FShaderType() Change 3475871 by Guillaume.Abadie Fixes a bug in shader compile worker, were an error in a relative #include USF file would trigger an check failure in CheckVirtualShaderFilePath Change 3475997 by Yujiang.Wang Workaround for a compiler optimization bug introduced in VS2015 Update 3. * The bug causes TSHVector<2>::CalcDiffuseTransfer to go to infinity at certain spot, making movable objects with ILCQ_Volume indirect lighting cache interpolation get very dark. * Debug builds don't exhibit this bug. * Semantics are exactly the same as the original code. Change 3476203 by David.Hill Compute SSAO: problem wiht AmbientOcclusionLevels and with various viewporttest sizes. Only seen when Levels >=2 #jira UE-45741 Change 3476536 by Benjamin.Hyder adding player start to Ray Traced Distance Field Shadows Map Change 3478298 by Benjamin.Hyder disabling mesh distance fields in Tm-Raytraced_DistanceField_Shadows map Change 3478948 by Rolando.Caloca DR - Nicer check Change 3478949 by Rolando.Caloca DR - Default GPU morphs to enabled Change 3478950 by Rolando.Caloca DR - By default -vulkan will launch SM5 Change 3478984 by Rolando.Caloca DR - Pass down -vulkan Change 3479655 by Richard.Wallis Video track does not switch in AVF Media Player. Need to disable unused video tracks to allow AVPlayerItemVideoOutput to decode the required track. - Minimal change to allow video track changes/selection. - Audio samples are extracted using AVAssetReaderTrackOutput but video uses AVPlayerItemVideoOutput. Video could also use AVAssetReaderTrackOutput to access the video data unless there is an iOS reason not to... - Flush the audio sink sample buffers so we get instant audio track changes #jira UE-39750, UE-39749 Change 3479834 by Rolando.Caloca DR - Fix issue with bad vertex colors (per licensee) Change 3480376 by Guillaume.Abadie Disables ComputeLightGrid() if no volumetric fog and no lighting. #jira UE-45377 Change 3480596 by Yujiang.Wang Fix for dynamic shadows and raytraced distance field shadows of directional lights not appearing in planar reflection * Bug caused by incorrect shadow culling volumes for cascaded shadow map and backface culling mode for WholeSceneShadowProjection * Fixed by taking View.bReverseCulling into account #jira UE-34452 Change 3480600 by Yujiang.Wang Fix for UE-42376 * The bug is caused by post-processing ambient cubemaps not being supported in forward shading currently. * This fix replaces all the occurences of them in CalcSceneView with a skylight using the cubemap * If a CalcSceneView is used solely for setting the PP ambient cubemap, it is removed. #jira UE-42376 Change 3480784 by Rolando.Caloca DR - hlslcc - Initial support for [RW]StructuredBuffer Change 3481690 by Uriel.Doyon Attempt to fix static analysis warning Change 3482012 by Simon.Tovey Fixed issue when building distribution lookup tables where the final sample fell short of the max input time. As sampling is done only over this range, under constant interpolation the final value was never actually sampled and so cut from the final optimized LUT. #tests constant interpolation now works. #jira UE-45614 Change 3482965 by Yujiang.Wang Some quality of life changes for UE-42757 * The UV overlay in static mesh editor now has a darker background * Selected edges are getting highlighted and bolder * When some edges are selected others turn grey #jira UE-42757 Change 3483014 by David.Hill Change labels on bloom boost from x,y,z to min, max, mult. #jira UE-43904 a PropertyRedirect in BaseEngine.ini allows this to work with older version. Change 3484573 by Yujiang.Wang Fix for shadow color not updated after light build when a texture is changed and reimported * Bug caused by counter-intuitive design of UMaterial::GetReferencedFunctionIds and UMaterial::GetReferencedParameterCollectionIds, both of which will reset the OutIds parameter * Renamed to AppendReferencedFunctionIdsTo and AppendReferencedParameterCollectionIdsTo, the resets are removed #jira UE-45647 Change 3484969 by Yujiang.Wang Fix for UE-39929 inconsistent type between C++ and shader code * MeshDistanceFieldCasterIndices is declared as Buffer<uint> in CapsuleShadowShaders.usf, while created as PF_R32_SINT in CapsuleShadowRendering.cpp * Changed PF_R32_SINT to PF_R32_UINT in CapsuleShadowRendering.cpp #jira UE-39929 Change 3485012 by Yujiang.Wang Fix for UE-39929 #2: Changed int32 to uint32 to match PF_R32_UINT #jira UE-39929 Change 3485146 by Guillaume.Abadie Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving blueprints arround. #jira UE-43455 Change 3486602 by Joe.Conley Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph. Change 3487471 by Yujiang.Wang Github #3659: Improved performance of DumpUnbuiltLightInteractions * Replaced TArrays with TSets #jira UE-45783 Change 3487641 by Guillaume.Abadie Fixes some shader file name casing issues in LPV. Change 3488014 by Uriel.Doyon New AllowAsyncLoading flag for UTexture::CachePlatformData(). It allows to load the source texture data in the async task if the source bulk data was not yet loaded. Data loaded that way is not sharable between tasks and will be discarded. This is required because updating the source data is not thread safe. #jira UERNDR-190 #jira UE-33401 Change 3488249 by Uriel.Doyon Fixed long stall in UpdateResourceStreaming() caused by Actor.GetComponents() not resetting the number of actors anymore. Fixed inconsistent results in ALODActor::HasValidSubActors() caused by the same change. #jira UE-46004 Change 3490228 by Mark.Satterthwaite Fix the Nvidia driver bug with the old reversebits fallback function - you need to use the native reverse_bits intrinsic or use some uint(ushort()) casts to get the compiler to do the right thing, which means injecting the reverse_bits function in MetalBackend not the HLSL (as it has no such type). #jira UE-46067 Change 3490538 by Arne.Schober Back out changelist 3488249 #RB none Change 3490551 by Arne.Schober Back out changelist 3488249 #RB none Change 3491828 by Guillaume.Abadie Fixes another USf file reference casing issue in C++. Change 3491924 by Yujiang.Wang Fix for UE-43302 Crash when entering the DebugCreatePlayer console command with planar reflections in the level * Crash caused by check(Views.Num() <= 2); in SceneCaptureRendering.cpp * We still want to support at most 2 views for performance, but now instead of crash the planar reflections in additional views will simply turn black #jira UE-43302 Change 3492359 by Guillaume.Abadie Fixes non editor launches, failing in FGenericPlatformProcess::AddShaderSourceDirectoryMapping(). Change 3492367 by Marc.Olano Change Sobol texture size to 32x16, tweak distribution Change 3492599 by Marcus.Wassmer PR #3669: -Fix logmessages ParticleModules_Location.cpp (Contributed by UpwindSpring01) Change 3493473 by Uriel.Doyon Back out changelist 3490538 Change 3493590 by Uriel.Doyon Back out changelist 3490551 Fixed missing #pragma once Change 3493911 by Marcus.Wassmer Fix potential GPU crash/hang caused by out of bound subresource updates. Added checks at cross-platform level to catch any instance earlier. Change 3494139 by Uriel.Doyon Fixed shadow variable issue on UE4Editor Linux. Change 3494364 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms - Part 2: Remove some more areas and fixes for previous attempt. Also removed OpenGL based GPU performance checks in EditorEngine.cpp - assuming that any GPU that can run Metal is currently OK for UE4. OpenGL left in the following areas: - OpenGLShaderCompiler - StandaloneRenderer The following files need to be reviewed in conjunction with CL 3471116 as there were some logic errors made: - OpenGLTexture.cpp #jira UE-39108 Change 3494413 by Guillaume.Abadie Updates r.InvalidateCachedShader and bump ShaderVersion.ush. Change 3494422 by Guillaume.Abadie Adds LensDistortion plugin's Private shader directory. Change 3494717 by Guillaume.Abadie Strengthens shader compiler with checks on generated file names and shader type file names. Change 3494763 by Guillaume.Abadie Removes a nolonger standing TODO in GlobalBeginCompileShader() that was automatically adding /Engine/ prefix to all relative virtual shader source file path. Change 3494985 by Rolando.Caloca DR - Integrate Vulkan Rewrite Change 3495031 by Rolando.Caloca DR - Delete file as it moved Change 3495032 by Rolando.Caloca DR - Show Vulkan SM5 instead of SM4 on windows packaging - Also added support for Vulkan SM5_UB Change 3495202 by Uriel.Doyon Fixed static analysis warning with pointer dereferencing. Change 3495342 by Rolando.Caloca DR - clang compile fix Change 3495354 by Rolando.Caloca DR - clang compile fixes Change 3495420 by Marc.Olano Use Sobol sampling for PCSS Change 3495799 by Rolando.Caloca DR - Delete old dev assets Change 3496202 by Mark.Satterthwaite Switch to using actual Vector*Matrix intrinsic for Metal to avoid a problem whereby the Metal compiler reorders operations in such a way that it loses precision and ends up being different between pre-pass and base-pass. #jira UE-46070 Change 3496253 by Uriel.Doyon Fixed static analysis warning for IncludeTool Change 3496631 by Guillaume.Abadie Makes AScreenshotFunctionalTest::ScreenshotOptions blueprint readable. Change 3496851 by Guillaume.Abadie Fixes back slash issues in Platform.usf. Change 3496852 by Guillaume.Abadie Fixes other back slashes includes in PS4 specific usf files. Change 3496941 by Guillaume.Abadie Adds a check() for no backslash in virtual shader file paths. Change 3497661 by Guillaume.Abadie Lets FLensDistortionCameraModel::GetUndistortOverscanFactor() early return 1.0 if the camera model is does an identity transform. Change 3497969 by Richard.Wallis Fix for start Up Movies Are not Playing for iOS Devices. Handle case when movie is loading aysnc in background - need to wait for state changes otherwise it skips intermediate movies. - Tested on iOS and Mac. #jira UE-39585 Change 3498035 by Guillaume.Abadie Polishes //Engine/Plugins/Compositing/LensDistortion/Shaders/Private/UVGeneration.usf from debuging artifacts. Change 3498101 by Rolando.Caloca DR - Compile fix Change 3498254 by Guillaume.Abadie Exposes comparing FLensDistortionCameraModel to blueprint with == and != operator nodes for cross frame uv displacement map caching. Change 3498264 by Guillaume.Abadie Integrate 3267269: Implements SceneCaptureComponent2D::bCameraCutThisFrame Change 3498371 by Yujiang.Wang Fix for UE-46149 Planar Reflections display screenspace info when viewports are >2 * Prevent planar reflections being rendered when ViewIndex >= GMaxPlanarReflectionViews * Now planar reflections in >2 viewports will fallback to other reflection methods (SSR, reflection captures) #jira UE-46149 Change 3498409 by Rolando.Caloca DR - Swap resolves Change 3498410 by Guillaume.Abadie Adds support for opacity output alpha for post process material when doing a draw material to render target. Change 3498705 by Rolando.Caloca DR - Add UID for debugging mem allocations Change 3498759 by Marcus.Wassmer No post processing in vertexcolor view mode #jira UE-44704 Change 3498891 by Rolando.Caloca DR - Minor Vulkan per frame allocator refactor in prep for changes Change 3499206 by Rolando.Caloca DR - Fix temp frame allocator OOM on Vulkan #jira UE-45913 Change 3499319 by Rolando.Caloca DR - Vulkan support for StorageBuffer Change 3499339 by Rolando.Caloca DR - Remove deprecated typedef Change 3499400 by Rolando.Caloca DR - Remove some RHICmdList deprecated functions Change 3499422 by Rolando.Caloca DR - Allow buffer transitions inside render passes Change 3500370 by Rolando.Caloca DR - Compile fix Change 3500474 by Rolando.Caloca DR - Fix static analysis Change 3500517 by Guillaume.Abadie Exposes r.PostProcessing.PropagateAlpha to the renderer settings. Change 3500537 by Guillaume.Abadie Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world. #jira UE-39389 Change 3501069 by Mark.Satterthwaite Bring back temporary 4.16 fix for iOS 9 (CL #3425995) into Dev-Rendering for 4.17 as a real fix will need to wait for 4.18. temporary fix for skewed textures on IOS 9 #jira UE-44468 Change 3501164 by Michael.Lentine PR #3402: UE-43131: Format argument count not equal to actual arguments (Contributed by projectgheist) Change 3501222 by Benjamin.Hyder Checking in Tm_SobolNoise map Change 3501612 by zachary.wilson Adding testing content for RTDF shadows on planar reflections Change 3501708 by Guillaume.Abadie Break FPostProcessSettings into smallers structs. Change 3501830 by Olaf.Piesche #jira UE-39628; using fix proposed in UDN, will investigate further Change 3501954 by Marcus.Wassmer Duplicate 3480903 Light culling safety measures. Change 3502032 by Mark.Satterthwaite Fix generation of Metal precompiled headers for the bytecode compiler when using Xcode 9. Change 3502118 by Uriel.Doyon Fixed shader compilation issues. Change 3502191 by Guillaume.Abadie Implements Composure plugin to make compositing in UE4 easier. Change 3502192 by Guillaume.Abadie Implements Composure feature testing in EngineTests Change 3502196 by Guillaume.Abadie Creates a dependency of Composure plugin over LensDistortion plugin. Change 3502213 by Arciel.Rekman Fix for loading shaders on Linux (UE-46276). Change 3502243 by Brian.Karis Bent normal map support. Multibounce AO. Spherical Gaussian based specular occlusion. Change 3502506 by Guillaume.Abadie Fixes compilation failure in Composure with unity build. Change 3502507 by Guillaume.Abadie Fixes composure Set Pass with Render Target blueprint helper. Change 3502510 by Guillaume.Abadie Attempts to fix ComposureUtils.cpp compile errors. Change 3502515 by Guillaume.Abadie Some other composure failure fixes. Change 3502545 by Guillaume.Abadie Fixes some unity build related error in Composure. Change 3502548 by Guillaume.Abadie Fixes last missing includes in ComposurePostProcessPass.cpp Change 3502672 by Guillaume.Abadie Fixes linux warning in Composure. Change 3502790 by Ryan.Brucks float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break. Change 3502836 by Guillaume.Abadie Propagates scene capture engine showflag changes from blueprint editor to the blueprint instances. #jira UE-6810 Change 3503096 by Guillaume.Abadie Resave a unversioned asset. Change 3503228 by Yujiang.Wang Fix for UE-45646 Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry * Bug caused by bReflectiveShadowmap not being passed into SetViewFlagsForShadowPass * Replaced the true with bReflectiveShadowmap #jira UE-45646 Change 3503284 by Rolando.Caloca DR - Fixed initial clear on rendertargets - Added support for r.Vulkan.EnableValidation 1, 2, 3 & 4 - Dump the vulkan log into VS output log - Added validation for layouts when using dump log Change 3503545 by Arciel.Rekman Fix black UI on Linux (UE-46333) - Rebuilt hlslcc with clang 3.7.0. Whatever issues we're running in with newer clangs still seem to persist. #jira UE-46333 Change 3503638 by Daniel.Wright [Copy] Changed DynamicBentNormalAO back to fp16, as PF_FloatR11G11B10 was not enough precision and introduced banding Change 3503787 by Marcus.Wassmer Fix difference between gpu/cpu morph target application Change 3503902 by Marcus.Wassmer Roll back TAA refactor until we have time to look into the bad interaction with DOF. Change 3503953 by Arne.Schober DR - UE-46319 - borked Reflections: The resource transition needs to be in this weired place for PS4 and switch until we teach the interface to know about subresources. #RB Marcus.Wassmer Change 3504131 by Rolando.Caloca DR - Maintain a cache of pipeline and descriptor set layouts - Fix marker dump Change 3504462 by Guillaume.Abadie Fixes an assertion failure that was failing because compute light grid was not done, but the shader used where not necessarily using compute light grid results. #jira UE-46277 Change 3504779 by Chris.Bunner Potential static analysis fix. #jira UE-46360 Change 3504950 by Marc.Olano Allow Sobol material nodes & textures only if feature level is at least ES3.1 #jira UE-46334 #jira UE-46317 Change 3505035 by Daniel.Wright Increased MaxSearchCount in GetShaderIncludes. The previous limit of 20 is now getting hit in BasePassPixelShader.usf, causing compiles to fail erroneously. Change 3505386 by Daniel.Wright GetShaderIncludes handles infinite recursion gracefully, needed by Metal causing BasePassTessellation.usf to include BasePassVertexShader.usf Change 3505491 by Rolando.Caloca DR - Fix crash on first frame of particles on modern APIs Change 3505557 by Chris.Bunner [Duplicate] Workaround for outdated shader map crash. #jira UE-46061 Change 3506071 by Rolando.Caloca DR - Vulkan fixes - Fix copy out of bounds reading textures to CPU - Defer event deletion - Split validation for errors and warnings - Skip validation error about attachment not used Change 3506698 by Guillaume.Abadie Fixes Composure alpha channel clobering and performance regression in bloom and tonemapper passes caused by scene capture API compatibility breakage brought by Fortnite merge. Change 3506797 by Rolando.Caloca DR - Fix static analysis #jira UE-46428 Change 3506861 by Rolando.Caloca DR - Fix crash due to layering violation #jira UE-46424 #jira UE-46431 Change 3508098 by Rolando.Caloca DR - Fix for Vulkan ES31 crash - Fix for AMD ensure Change 3508123 by Rolando.Caloca DR - Disable occlusion queries on Vulkan to avoid flickering - Fix for bad HZB & cube mips on Vulkan (now using RHIGenerateMips) - Fix for decal blending #jira UE-46376 Change 3509064 by Uriel.Doyon Changing the logic arround generating an error when HasHadBulkDataCleared() so that it only triggers if the DDC are not found. #jira UE-46427 Change 3509854 by Marc.Olano Fix 2D Sobol gray code numbers. Just changes some numbers in initialization tables, so no effect on existing tests or content. Change 3509920 by Marcus.Wassmer Fix LPV fastvram ensure Change 3509937 by Rolando.Caloca DR - Fix crash due to deleted viewport #jira UE-46281 Change 3509988 by Marcus.Wassmer Roll back part of Sobol fix to avoid full shader recompile for integration. Change 3510255 by Rolando.Caloca DR - Fix popup window ensure #jira UE-46511 Change 3510646 by Marcus.Wassmer fix ios compiles Change 3511442 by Rolando.Caloca DR - Change mesh simplification check to ensure/checkslow to unblock #jira UE-46538 DONE! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CHANGES WITH MULTIPLE PLATFORMS!!! YOU MUST COPY THESE INTO THE OTHER ONES AS MAKES SENSE!! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Change 3467095 by Guillaume.Abadie Nukes all += TEXT(".usf") #jira UE-45530 Change 3475084 by Guillaume.Abadie Fixes compilation failure of the shader compiler on PS4 and XboxOne Change 3477464 by Guillaume.Abadie Fixes dumpshaderinfo that generate unecessary sub directory, breaking shell scripts. Change 3494395 by Guillaume.Abadie Moves all engine shader files into Public and Private directory, and introduce the .ush extensions for header file that do not contains entry points. DONE! [CL 3511602 by Marcus Wassmer in Main branch]
2017-06-27 11:38:28 -04:00
#include "Common.ush"
#include "DepthOfFieldCommon.ush"
Texture2D SceneColorTexture;
SamplerState SceneColorSampler;
Texture2D DofFarBlurTexture;
SamplerState DofFarBlurSampler;
Texture2D DofNearBlurTexture;
SamplerState DofNearBlurSampler;
Texture2D SunShaftAndDofTexture;
SamplerState SunShaftAndDofSampler;
float4 BufferSizeAndInvSize;
// todo move to central place
float ComputeDOFNearFocalMask(float SceneDepth)
{
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3016398) #lockdown nick.penwarden #rb nobody ========================== MAJOR FEATURES + CHANGES ========================== Change 2945508 on 2016/04/15 by Nick.Whiting Integrating fix for module loading for SteamVR, prevents crashing in race conditions Change 2950385 on 2016/04/20 by Ryan.Vance We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. Change 2955406 on 2016/04/25 by Chad.Taylor Factor scale into the motion controller component late update Change 2956275 on 2016/04/26 by Nick.Whiting Initial integration of OSVR plugin support #pr 2097 Change 2964412 on 2016/05/03 by Chad.Taylor PSVR's GetControllerOrientationAndPosition now returns false if status is NOT_STARTED or CALIBRATING Change 2964612 on 2016/05/03 by Ryan.Vance Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 2985528 on 2016/05/20 by Ryan.Vance #jira UE-30715 Keep from spamming the output log for every single shader compile when instanced stereo is enabled for a shader platform that doesn't support it. Change 2986246 on 2016/05/22 by Chad.Taylor HMD late-update thread safety Change 2998629 on 2016/06/02 by Ryan.Vance Post 4.12 Oculus plugin integration Change 3000057 on 2016/06/03 by Ryan.Vance Updating serialize function for custom material nodes. The instanced stereo refactor moved Frame uniforms *back* to View (post 4.11). This should update only objects that went through the prior transformation from View *to* Frame. The serialize function was also being used to update Parameters.WorldPosition to Parameters.AbsoluteWorldPosition. This should still run as expected. Change 3002187 on 2016/06/06 by Ryan.Vance Switching from ._m syntax to array syntax. The cross compiler chokes on the former. Change 3004153 on 2016/06/07 by Chad.Taylor Enable PSVR on VS2015 #jira UE-31202 Change 3009958 on 2016/06/10 by Ryan.Vance #jira UE-31922 Velocity and depth pre-pass for dynamic instanced meshes with isr was only rendering in the left eye. Need to loop over the draw call the same way we do for the base pass. Change 3011054 on 2016/06/13 by Chad.Taylor Merging "SteamVR Positional Late-Update" back into Dev-VR Change 3013361 on 2016/06/14 by Ryan.Vance #jira UE-32022 Fixing dbuffer decal integration errors. [CL 3018810 by Ryan Vance in Main branch]
2016-06-17 20:25:37 -04:00
float NearFocalPlane = View.DepthOfFieldFocalDistance;
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3016398) #lockdown nick.penwarden #rb nobody ========================== MAJOR FEATURES + CHANGES ========================== Change 2945508 on 2016/04/15 by Nick.Whiting Integrating fix for module loading for SteamVR, prevents crashing in race conditions Change 2950385 on 2016/04/20 by Ryan.Vance We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. Change 2955406 on 2016/04/25 by Chad.Taylor Factor scale into the motion controller component late update Change 2956275 on 2016/04/26 by Nick.Whiting Initial integration of OSVR plugin support #pr 2097 Change 2964412 on 2016/05/03 by Chad.Taylor PSVR's GetControllerOrientationAndPosition now returns false if status is NOT_STARTED or CALIBRATING Change 2964612 on 2016/05/03 by Ryan.Vance Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 2985528 on 2016/05/20 by Ryan.Vance #jira UE-30715 Keep from spamming the output log for every single shader compile when instanced stereo is enabled for a shader platform that doesn't support it. Change 2986246 on 2016/05/22 by Chad.Taylor HMD late-update thread safety Change 2998629 on 2016/06/02 by Ryan.Vance Post 4.12 Oculus plugin integration Change 3000057 on 2016/06/03 by Ryan.Vance Updating serialize function for custom material nodes. The instanced stereo refactor moved Frame uniforms *back* to View (post 4.11). This should update only objects that went through the prior transformation from View *to* Frame. The serialize function was also being used to update Parameters.WorldPosition to Parameters.AbsoluteWorldPosition. This should still run as expected. Change 3002187 on 2016/06/06 by Ryan.Vance Switching from ._m syntax to array syntax. The cross compiler chokes on the former. Change 3004153 on 2016/06/07 by Chad.Taylor Enable PSVR on VS2015 #jira UE-31202 Change 3009958 on 2016/06/10 by Ryan.Vance #jira UE-31922 Velocity and depth pre-pass for dynamic instanced meshes with isr was only rendering in the left eye. Need to loop over the draw call the same way we do for the base pass. Change 3011054 on 2016/06/13 by Chad.Taylor Merging "SteamVR Positional Late-Update" back into Dev-VR Change 3013361 on 2016/06/14 by Ryan.Vance #jira UE-32022 Fixing dbuffer decal integration errors. [CL 3018810 by Ryan Vance in Main branch]
2016-06-17 20:25:37 -04:00
return saturate((NearFocalPlane - SceneDepth) / View.DepthOfFieldNearTransitionRegion);
}
// todo move to central place
float ComputeDOFFarFocalMask(float SceneDepth)
{
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3016398) #lockdown nick.penwarden #rb nobody ========================== MAJOR FEATURES + CHANGES ========================== Change 2945508 on 2016/04/15 by Nick.Whiting Integrating fix for module loading for SteamVR, prevents crashing in race conditions Change 2950385 on 2016/04/20 by Ryan.Vance We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. Change 2955406 on 2016/04/25 by Chad.Taylor Factor scale into the motion controller component late update Change 2956275 on 2016/04/26 by Nick.Whiting Initial integration of OSVR plugin support #pr 2097 Change 2964412 on 2016/05/03 by Chad.Taylor PSVR's GetControllerOrientationAndPosition now returns false if status is NOT_STARTED or CALIBRATING Change 2964612 on 2016/05/03 by Ryan.Vance Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 2985528 on 2016/05/20 by Ryan.Vance #jira UE-30715 Keep from spamming the output log for every single shader compile when instanced stereo is enabled for a shader platform that doesn't support it. Change 2986246 on 2016/05/22 by Chad.Taylor HMD late-update thread safety Change 2998629 on 2016/06/02 by Ryan.Vance Post 4.12 Oculus plugin integration Change 3000057 on 2016/06/03 by Ryan.Vance Updating serialize function for custom material nodes. The instanced stereo refactor moved Frame uniforms *back* to View (post 4.11). This should update only objects that went through the prior transformation from View *to* Frame. The serialize function was also being used to update Parameters.WorldPosition to Parameters.AbsoluteWorldPosition. This should still run as expected. Change 3002187 on 2016/06/06 by Ryan.Vance Switching from ._m syntax to array syntax. The cross compiler chokes on the former. Change 3004153 on 2016/06/07 by Chad.Taylor Enable PSVR on VS2015 #jira UE-31202 Change 3009958 on 2016/06/10 by Ryan.Vance #jira UE-31922 Velocity and depth pre-pass for dynamic instanced meshes with isr was only rendering in the left eye. Need to loop over the draw call the same way we do for the base pass. Change 3011054 on 2016/06/13 by Chad.Taylor Merging "SteamVR Positional Late-Update" back into Dev-VR Change 3013361 on 2016/06/14 by Ryan.Vance #jira UE-32022 Fixing dbuffer decal integration errors. [CL 3018810 by Ryan Vance in Main branch]
2016-06-17 20:25:37 -04:00
float FarFocalPlane = View.DepthOfFieldFocalDistance + View.DepthOfFieldFocalRegion;
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3016398) #lockdown nick.penwarden #rb nobody ========================== MAJOR FEATURES + CHANGES ========================== Change 2945508 on 2016/04/15 by Nick.Whiting Integrating fix for module loading for SteamVR, prevents crashing in race conditions Change 2950385 on 2016/04/20 by Ryan.Vance We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. Change 2955406 on 2016/04/25 by Chad.Taylor Factor scale into the motion controller component late update Change 2956275 on 2016/04/26 by Nick.Whiting Initial integration of OSVR plugin support #pr 2097 Change 2964412 on 2016/05/03 by Chad.Taylor PSVR's GetControllerOrientationAndPosition now returns false if status is NOT_STARTED or CALIBRATING Change 2964612 on 2016/05/03 by Ryan.Vance Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 2985528 on 2016/05/20 by Ryan.Vance #jira UE-30715 Keep from spamming the output log for every single shader compile when instanced stereo is enabled for a shader platform that doesn't support it. Change 2986246 on 2016/05/22 by Chad.Taylor HMD late-update thread safety Change 2998629 on 2016/06/02 by Ryan.Vance Post 4.12 Oculus plugin integration Change 3000057 on 2016/06/03 by Ryan.Vance Updating serialize function for custom material nodes. The instanced stereo refactor moved Frame uniforms *back* to View (post 4.11). This should update only objects that went through the prior transformation from View *to* Frame. The serialize function was also being used to update Parameters.WorldPosition to Parameters.AbsoluteWorldPosition. This should still run as expected. Change 3002187 on 2016/06/06 by Ryan.Vance Switching from ._m syntax to array syntax. The cross compiler chokes on the former. Change 3004153 on 2016/06/07 by Chad.Taylor Enable PSVR on VS2015 #jira UE-31202 Change 3009958 on 2016/06/10 by Ryan.Vance #jira UE-31922 Velocity and depth pre-pass for dynamic instanced meshes with isr was only rendering in the left eye. Need to loop over the draw call the same way we do for the base pass. Change 3011054 on 2016/06/13 by Chad.Taylor Merging "SteamVR Positional Late-Update" back into Dev-VR Change 3013361 on 2016/06/14 by Ryan.Vance #jira UE-32022 Fixing dbuffer decal integration errors. [CL 3018810 by Ryan Vance in Main branch]
2016-06-17 20:25:37 -04:00
return saturate((SceneDepth - FarFocalPlane) / View.DepthOfFieldFarTransitionRegion);
}
// Calculate focal masks from Mobile's PP CoC.
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
float2 DecodeDOFFocalMask(float SceneDepth)
{
float2 Ret;
SceneDepth = min(1.0, SceneDepth);
if (SceneDepth > 0.5)
{
Ret.x = (SceneDepth - 0.5) * 2.0;
Ret.y = 0;
}
else
{
Ret.y = 1.0 - (SceneDepth * 2.0);
Ret.x = 0;
}
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3016398) #lockdown nick.penwarden #rb nobody ========================== MAJOR FEATURES + CHANGES ========================== Change 2945508 on 2016/04/15 by Nick.Whiting Integrating fix for module loading for SteamVR, prevents crashing in race conditions Change 2950385 on 2016/04/20 by Ryan.Vance We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. Change 2955406 on 2016/04/25 by Chad.Taylor Factor scale into the motion controller component late update Change 2956275 on 2016/04/26 by Nick.Whiting Initial integration of OSVR plugin support #pr 2097 Change 2964412 on 2016/05/03 by Chad.Taylor PSVR's GetControllerOrientationAndPosition now returns false if status is NOT_STARTED or CALIBRATING Change 2964612 on 2016/05/03 by Ryan.Vance Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 2985528 on 2016/05/20 by Ryan.Vance #jira UE-30715 Keep from spamming the output log for every single shader compile when instanced stereo is enabled for a shader platform that doesn't support it. Change 2986246 on 2016/05/22 by Chad.Taylor HMD late-update thread safety Change 2998629 on 2016/06/02 by Ryan.Vance Post 4.12 Oculus plugin integration Change 3000057 on 2016/06/03 by Ryan.Vance Updating serialize function for custom material nodes. The instanced stereo refactor moved Frame uniforms *back* to View (post 4.11). This should update only objects that went through the prior transformation from View *to* Frame. The serialize function was also being used to update Parameters.WorldPosition to Parameters.AbsoluteWorldPosition. This should still run as expected. Change 3002187 on 2016/06/06 by Ryan.Vance Switching from ._m syntax to array syntax. The cross compiler chokes on the former. Change 3004153 on 2016/06/07 by Chad.Taylor Enable PSVR on VS2015 #jira UE-31202 Change 3009958 on 2016/06/10 by Ryan.Vance #jira UE-31922 Velocity and depth pre-pass for dynamic instanced meshes with isr was only rendering in the left eye. Need to loop over the draw call the same way we do for the base pass. Change 3011054 on 2016/06/13 by Chad.Taylor Merging "SteamVR Positional Late-Update" back into Dev-VR Change 3013361 on 2016/06/14 by Ryan.Vance #jira UE-32022 Fixing dbuffer decal integration errors. [CL 3018810 by Ryan Vance in Main branch]
2016-06-17 20:25:37 -04:00
return Ret * View.DepthOfFieldScale;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
}
// @return .x:far, .y:near
float2 ComputeDOFFocalMask(float SceneDepth, float SkyWithoutHorizonMask)
{
float2 Ret = float2(ComputeDOFFarFocalMask(SceneDepth), ComputeDOFNearFocalMask(SceneDepth));
float SkyFocusDistance = DepthOfFieldParams.x;
// The skybox should not be faded out, expect in the horizon, this can be optimized
if(SceneDepth > SkyFocusDistance)
{
Ret.x = lerp(Ret.x, 0, SkyWithoutHorizonMask);
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Ret = DecodeDOFFocalMask(SceneDepth);
return Ret;
}
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
float4 ReadFullResAndDepth(float2 UV, in out float Depth)
{
float4 Color = Texture2DSampleLevel(SceneColorTexture, SceneColorSampler, UV, 0);
Color.a = Texture2DSampleLevel(SunShaftAndDofTexture, SunShaftAndDofSampler, UV, 0).r;
Depth = Color.a;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Color.a = 1.0;
return Color;
}
// pixel shader entry point
void SetupPS(
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
noperspective float4 unused : TEXCOORD0,
float4 SvPosition : SV_POSITION
, out float4 OutColor0 : SV_Target0
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3028916) #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 3006483 on 2016/06/08 by Simon.Tovey Fix for UE-31653 Instance params from the Spawn, Required and TypeData modules were not being autopopulated. Change 3006514 on 2016/06/08 by Zabir.Hoque MIGRATING FIX @ Request Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction. #CodeReview: Marcus.Wassmer, Daniel.Wright Change 3006605 on 2016/06/08 by Rolando.Caloca DR - vk - Remove a bunch of unused code, clean up some todos Change 3006969 on 2016/06/08 by HaarmPieter.Duiker Add #ifdefs around inverse tonemapping to avoid performance hit in normal use Change 3007240 on 2016/06/09 by Chris.Bunner Made a pass at fixing global shader compile warnings and errors. Change 3007242 on 2016/06/09 by Chris.Bunner Don't force unlit mode when re-loading a map. #jira UE-31247 Change 3007243 on 2016/06/09 by Chris.Bunner Cache InvalidLightmapSettings material for instanced meshes. #jira UE-31182 Change 3007258 on 2016/06/09 by Chris.Bunner Fixed refractive depth bias material parameter. Change 3007466 on 2016/06/09 by Rolando.Caloca DR - Use vulkan debug marker extension directly from header Change 3007504 on 2016/06/09 by Martin.Mittring added refresh button to ImageVerifier Change 3007528 on 2016/06/09 by Martin.Mittring ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end make render more deterministic Change 3007551 on 2016/06/09 by Chris.Bunner Reverted constant type change in previous commit. Change 3007559 on 2016/06/09 by Martin.Mittring updated ImageValidator Change 3007584 on 2016/06/09 by Rolando.Caloca DR - Fix case when not running under RD Change 3007668 on 2016/06/09 by Rolando.Caloca DR - vk - Split layers/extensions by required/optional Change 3007820 on 2016/06/09 by Rolando.Caloca DR - Android compile fix Change 3007926 on 2016/06/09 by Martin.Mittring fixed UI scaling in ImageVerifyer Change 3007931 on 2016/06/09 by John.Billon -Fixed cutouts not working for certain sized texture/subUV size combinations. -Also fixed issue with subUV module not being postloaded consistently on startup. #Jira UE-31583 Change 3008023 on 2016/06/09 by Martin.Mittring refactor noise code in shaders Change 3008127 on 2016/06/09 by Zabir.Hoque Merging back hot fixes: 1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS. 2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself. Change 3008129 on 2016/06/09 by Daniel.Wright Disabled r.ProfileGPU.PrintAssetSummary by default due to spam Change 3008169 on 2016/06/09 by Rolando.Caloca DR - Fix mobile rendering not freeing resource when using RHI thread Change 3008429 on 2016/06/09 by Uriel.Doyon Enabled texture streaming new metrics. Added progress bar while texture streaming is being built. Added debug shader validation to prevent crashes when there are uniform expression set mismatches. Added texture streaming build to "Build All" Change 3008436 on 2016/06/09 by Uriel.Doyon Fixed shipping build Change 3008833 on 2016/06/10 by Rolando.Caloca DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications Submitted by Allar PR #1864 #jira UE-24545 Change 3008842 on 2016/06/10 by Rolando.Caloca DR - Remove vertex densities view mode Change 3008857 on 2016/06/10 by John.Billon Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching. Change 3008870 on 2016/06/10 by Rolando.Caloca DR - Rebuild hlslcc libs (missing from last merge) Change 3008925 on 2016/06/10 by John.Billon Fixed r.ScreenPercentage.Editor #Jira UE-31549 Change 3009028 on 2016/06/10 by Daniel.Wright Shadow depth refactor * Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame * This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading * The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed * A large amount of duplicated code to handle each shadow type has been combined * Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency * 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures Change 3009032 on 2016/06/10 by Daniel.Wright Fixed crash with simple forward shading in the material editor Change 3009178 on 2016/06/10 by Rolando.Caloca DR - Add support for multi callbacks on HlslParser, added a write to string callback Change 3009268 on 2016/06/10 by Daniel.Wright Warning fixes Change 3009416 on 2016/06/10 by Martin.Mittring moved decal rendering code in common spot for upcoming MeshDecal rendering Change 3009433 on 2016/06/10 by John.Billon Adding ensures for translucency lighting volume render target acesses. #Jira UE-31578 Change 3009449 on 2016/06/10 by Daniel.Wright Fixed whole scene point light shadow depths getting rendered redundantly Change 3009675 on 2016/06/10 by Martin.Mittring fixed Clang compiling Change 3009815 on 2016/06/10 by Martin.Mittring renamed IsUsedWithDeferredDecal to IsDeferredDecal to be more correct Change 3009946 on 2016/06/10 by Martin.Mittring minor optimization Change 3010270 on 2016/06/11 by HaarmPieter.Duiker Update gamut transformations used when dumping EXRs to account for bug UE-29935 Change 3011423 on 2016/06/13 by Martin.Mittring fixed default of bOutputsVelocityInBasePass #code_review:Rolando.Caloca #test:PC Change 3011448 on 2016/06/13 by Martin.Mittring minor engine code cleanup #code_review:Olaf.Piesche #test:PC Change 3011991 on 2016/06/13 by Daniel.Wright Fixed downsampled translucency crash in VR Change 3011993 on 2016/06/13 by Daniel.Wright Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely' Mobility tooltips now reflect whether a primitive component or light component is being inspected Change 3012096 on 2016/06/13 by Daniel.Wright Missing file from cl 3011993 Change 3012546 on 2016/06/14 by John.Billon Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled #Jira OR-23282 Change 3012706 on 2016/06/14 by John.Billon Renamed r.ContactShadows.Enable to r.ContactShadows Change 3012992 on 2016/06/14 by Rolando.Caloca DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled - Added support for CustomPresent Change 3013030 on 2016/06/14 by Rolando.Caloca DR - vk - Fix dev issue Change 3013423 on 2016/06/14 by Martin.Mittring removed code redundancy for easier upcoming changes #test:PC Change 3013451 on 2016/06/14 by Martin.Mittring removed no longer needed debug cvar #test:PC Change 3013643 on 2016/06/14 by Zabir.Hoque Fix API only being inlined in the cpp and not avaialble in the .h Change 3013696 on 2016/06/14 by Olaf.Piesche Adding missing quality level spawn rate scaling on GPU emitters Change 3013736 on 2016/06/14 by Daniel.Wright Cached shadowmaps for whole scene point and spot light shadows * Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights) * Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving * Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached * Cached shadowmaps are copied each frame and then movable primitive depths composited * Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap) * 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness) * 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights) Change 3014103 on 2016/06/15 by Daniel.Wright Compile fix Change 3014507 on 2016/06/15 by Simon.Tovey Resurrected Niagara playground and moved to Samples/NotForLicencees Change 3014931 on 2016/06/15 by Martin.Mittring moved r.RenderInternals code into renderer to be able to access more low level data #test:PC, paragon Change 3014933 on 2016/06/15 by Martin.Mittring nicer text Change 3014956 on 2016/06/15 by Daniel.Wright Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD) Change 3014985 on 2016/06/15 by Uriel.Doyon Enabled Texture Build shaders on Mac Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping. Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets #jira UE-30566 #jira UE-31098 Change 3014995 on 2016/06/15 by Rolando.Caloca DR - vk - Removed RHI thread wait on acquire image - Move Descriptor pool into context Change 3015002 on 2016/06/15 by Rolando.Caloca DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine Change 3015041 on 2016/06/15 by Martin.Mittring fixed ImageValidator crashing when using files that exist only in ref or test folder Change 3015309 on 2016/06/15 by Rolando.Caloca DR - vk - Enable fence re-use on SDKs >= 1.0.16.0 Change 3015356 on 2016/06/15 by Rolando.Caloca DR - vk - Prep for staging buffer refactor Change 3015430 on 2016/06/15 by Martin.Mittring minor optimization for subsurfacescatteringprofile Change 3016097 on 2016/06/16 by Simon.Tovey Enabling Niagara by default in the Niagara playground Change 3016098 on 2016/06/16 by Simon.Tovey Some misc fixup to get niagara working again Change 3016183 on 2016/06/16 by Rolando.Caloca DR - vk - Recreate buffer view for volatile buffers Change 3016225 on 2016/06/16 by Marcus.Wassmer Duplicate reflection fixes from 4.12 hotfixes. Change 3016289 on 2016/06/16 by Chris.Bunner Always gather MP_Normal definitions as they can be shared by other material properties. #jira UE-31792 Change 3016294 on 2016/06/16 by Daniel.Wright Fix for ensure accessing CVarCacheWPOPrimitives in game Change 3016305 on 2016/06/16 by Daniel.Wright Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been Change 3016330 on 2016/06/16 by Daniel.Wright Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light Stats for shadowmap memory used under 'stat shadowrendering' Change 3016506 on 2016/06/16 by Daniel.Wright Fixed crash building map in SunTemple due to null access Change 3016703 on 2016/06/16 by Uriel.Doyon Fixed warning due to floating point imprecision when building texture streaming Change 3016718 on 2016/06/16 by Daniel.Wright Volume lighting samples use adaptive sampling final gather * Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting) Change 3016871 on 2016/06/16 by Max.Chen Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation. Copy from Dev-Sequencer #jira UE-32093 Change 3017189 on 2016/06/16 by Zabir.Hoque Fix GBuffer format selection type-o. #CodeReview: Marcus.Wassmer Change 3017241 on 2016/06/16 by Martin.Mittring optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing #code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden Change 3017856 on 2016/06/17 by Rolando.Caloca DR - Missing GL enum Change 3017910 on 2016/06/17 by Ben.Woodhouse - Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates - Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24) #RB:Keli.Hloedversson,Martin.Mittring Change 3018126 on 2016/06/17 by Ben.Woodhouse Fix build warning on Mac #RB:David.Hill Change 3018167 on 2016/06/17 by Chris.Bunner Handle case when float4 is passed to TransformPosition material node. #jira UE-24980 Change 3018246 on 2016/06/17 by Benjamin.Hyder Submitting Preliminary ShadowRefactor TestMap Change 3018330 on 2016/06/17 by Benjamin.Hyder labeled ShadowRefactor map Change 3018377 on 2016/06/17 by Chris.Bunner Removed additional node creation when initializing a RotateAboutAxis node. #jira UE-8034 Change 3018433 on 2016/06/17 by Rolando.Caloca DR - Fix some clang warnings on Vulkan Change 3018664 on 2016/06/17 by Martin.Mittring unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812) #test:PC #code_review:Marcus.Wassmer,Brian.Karis Change 3019023 on 2016/06/19 by Benjamin.Hyder Re-Labeled ShadowRefactor map Change 3019024 on 2016/06/19 by Benjamin.Hyder Correcting Translucent Volume (Non-Directional) settings Change 3019026 on 2016/06/19 by Benjamin.Hyder Correcting Lighting ShadowRefactor map Change 3019414 on 2016/06/20 by Allan.Bentham Refactor mobile shadows Change 3019494 on 2016/06/20 by Gil.Gribb Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering) Change 3019504 on 2016/06/20 by John.Billon -Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk. -Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints. -Created a small common interface for blueprints and the editor itself to use for exporting. #Jira UE-31429 Change 3019561 on 2016/06/20 by Gil.Gribb UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager. Change 3019616 on 2016/06/20 by Rolando.Caloca DR - Replicate change in DevRendering to fix splotches on characters with morph targets Change: 3019599 O - Fix flickering on heroes with morph targets Change 3019627 on 2016/06/20 by Rolando.Caloca DR - Doh! Compile fix Change 3019674 on 2016/06/20 by Simon.Tovey Ripped out the quick hacky VM debugger I wrote a while back. Over complicated the VM and didn't do enough work to justify it. Will revisit debugging and profiling of VM scripts in future. Change 3019691 on 2016/06/20 by Ben.Woodhouse Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed. This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs). #RB:Martin.Mittring, Daniel.Wright Change 3019741 on 2016/06/20 by John.Billon Fixed compile error on mac. Change 3019984 on 2016/06/20 by Martin.Mittring minor optimization Change 3020172 on 2016/06/20 by Zachary.Wilson Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none Change 3020195 on 2016/06/20 by Zachary.Wilson Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none Change 3020196 on 2016/06/20 by Rolando.Caloca DR - Appease static analysis Change 3020231 on 2016/06/20 by Zachary.Wilson Making basic shapes consistent distance field resolution scale. #rb: none Change 3020468 on 2016/06/20 by David.Hill CameraWS UE-29146 Change 3020502 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee Camera for RenderOutputValidation Change 3020508 on 2016/06/20 by Benjamin.Hyder Adding AutomationMatinee for RenderOutputValidation Change 3020514 on 2016/06/20 by Benjamin.Hyder Setting Autoplay for AutomationMatinee (sequence) Change 3020561 on 2016/06/20 by Daniel.Wright Removed outdated comment on uniform expression assert Change 3021268 on 2016/06/21 by Daniel.Wright Scaled sphere intersection for indirect capsule shadows * Fixes the discontinuity when capsule axis points close to the light direction * GPU cost is effectively the same (more expensive to compute, but tighter culling) Change 3021325 on 2016/06/21 by Daniel.Wright Split ShadowRendering.cpp into ShadowDepthRendering.cpp Change 3021355 on 2016/06/21 by Daniel.Wright Fixed RTDF shadows (broken by shadowmap caching) Change 3021444 on 2016/06/21 by Daniel.Wright Fixed crash due to Depth drawing policy not using the default material shader map properly Change 3021543 on 2016/06/21 by Daniel.Wright Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns Change 3021749 on 2016/06/21 by Daniel.Wright Moved RenderBasePass and dependencies into BasePassRendering.cpp Moved RenderPrePass and dependencies into DepthRendering.cpp Change 3021766 on 2016/06/21 by Benjamin.Hyder Adding 150dynamiclights level to Dev-Folder Change 3021971 on 2016/06/21 by Daniel.Wright Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation * TLM_SurfacePerPixelLighting now behaves like TLM_Surface Change 3022760 on 2016/06/22 by Chris.Bunner Merge fixup. Change 3022911 on 2016/06/22 by Rolando.Caloca DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders Change 3023037 on 2016/06/22 by Rolando.Caloca DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed Change 3023139 on 2016/06/22 by Daniel.Wright Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled Change 3023231 on 2016/06/22 by Daniel.Wright Only allowing opaque per-object shadows or CSM in the mobile renderer Change 3023415 on 2016/06/22 by Daniel.Wright Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target Change 3024888 on 2016/06/23 by Daniel.Wright Fixed preshadows being rendered redundantly with multiple lights Change 3025119 on 2016/06/23 by Martin.Mittring added MeshDecal content to RenderTest Change 3025122 on 2016/06/23 by Martin.Mittring enabled DBuffer for RenderTest Change 3025153 on 2016/06/23 by Marc.Olano Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10. Needed to use world space without shader offsets, not absolute world space. Change 3025180 on 2016/06/23 by Marc.Olano Use translated world space for particle centers. Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables. Change 3025265 on 2016/06/23 by David.Hill Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer #jira UE-26165 Change 3025269 on 2016/06/23 by Ryan.Brucks Adding new Testmap for Pixel Depth Offset velocities with Temporal AA Change 3025345 on 2016/06/23 by Benjamin.Hyder Submitting MeshDecal Content Change 3025444 on 2016/06/23 by Benjamin.Hyder updating content for MeshDecal Change 3025491 on 2016/06/23 by Benjamin.Hyder Updating DecalMesh Textures Change 3025802 on 2016/06/23 by Martin.Mittring added to readme Change 3026475 on 2016/06/24 by Rolando.Caloca DR - Show current state of r.RHIThread.Enable when not using param Change 3026479 on 2016/06/24 by Rolando.Caloca DR - Upgrade glslang to 1.0.17.0 Change 3026480 on 2016/06/24 by Rolando.Caloca DR - Vulkan headers to 1.0.17.0 Change 3026481 on 2016/06/24 by Rolando.Caloca DR - Vulkan wrapper for extra logging Change 3026491 on 2016/06/24 by Rolando.Caloca DR - Missed file Change 3026574 on 2016/06/24 by Rolando.Caloca DR - vk - Enabled fence reuse on 1.0.17.0 - Added more logging info Change 3026656 on 2016/06/24 by Frank.Fella Niagara - Prevent sequencer uobjects from being garbage collected. Change 3026657 on 2016/06/24 by Benjamin.Hyder Updating Rendertestmap to latest Change 3026723 on 2016/06/24 by Rolando.Caloca DR - Fix for ES3.1 RHIs Change 3026784 on 2016/06/24 by Martin.Mittring New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on) Change 3026866 on 2016/06/24 by Olaf.Piesche #jira OR-18363 #jira UE-27780 fix distortion in particle macro uvs [CL 3028922 by Gil Gribb in Main branch]
2016-06-27 13:42:20 -04:00
#if MRT_COUNT > 1
, out float4 OutColor1 : SV_Target1
#endif
)
{
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146) #lockdown Nick.Penwarden #rb ============================ MAJOR FEATURES & CHANGES ============================ Change 4007876 by Ben.Zeigler Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller The player starts with 0 souls, but I hooked up the + on the souls display to grant 50 Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design Change 4008251 by Mieszko.Zielinski PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist) Also addresses #jira UE-57869 Change 4008530 by Ben.Zeigler Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue Change 4008694 by Ben.Zeigler Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie This option is disabled by default because game-specific tick functions may be doing unsafe slate operations Change 4008698 by Ben.Zeigler Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that This depends on engine tick working from the loading movie, a feature I just added Change 4008699 by Ben.Zeigler Add SaveGame flag to gameplay tags so they can be used for native save systems Change 4008941 by Ben.Zeigler Hook up Fireball using new functions that allow applying an effect container spec from a projectile Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next Rename some ability functions to make them shorter Change 4008943 by Dan.Oconnor Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text #jira UE-56478 Change 4010465 by Marc.Audy Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels. Change 4010508 by Marc.Audy PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist) #jira UE-57775 Change 4010845 by Dan.Oconnor Avoid crashing trying to serialize a subobject that was create outside of a transaction #jira UE-57419 Change 4012148 by Phillip.Kavan PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel. #jira UE-55988 Change 4012393 by mason.seay Test BP with 512 components Change 4015966 by mason.seay Updated BP to add split pin debugging Change 4016110 by Marc.Audy (4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que) #jira UE-58009 Change 4016447 by Phillip.Kavan Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class. #jira UE-52372 Change 4016463 by Phillip.Kavan CIS fix - back out changelist 4016447 (temp) Change 4017382 by Dan.Oconnor Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker Change 4020602 by paulo.souza Lighting improvements and optmizations Change 4020638 by paulo.souza Icons and launch screens on mobile (Android and iOS) Change 4021340 by Ben.Zeigler Fix Map/Set add comments to be accurate, the return value was removed Change 4021392 by Ben.Zeigler #jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup Change 4021480 by mason.seay Reorganized comments and nodes Change 4025794 by mason.seay Cleared all watches Change 4026141 by Mieszko.Zielinski Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4 In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user: https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html #jira none Change 4027427 by Dan.Oconnor Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector #jira UE-58115 Change 4027434 by Ben.Zeigler Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games Change 4028656 by Ben.Zeigler Added comments and cleaned up ActionRPG code, done with primary features Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this Add inventory interface that is used instead of having character explicitly cast to player controller Change 4029079 by paulo.souza Fixes to camera rotation when using the AutoMode + UI changes Change 4030066 by Phillip.Kavan Message (interface) call nodes no longer display the skeleton class name in the node subtitle. Change summary: - Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries. #jira nojira Change 4031843 by Jim.Brown Action RPG Game full UI overhaul. Goals: - new layout and art - consolidate view to center of screen - make buttons appear more like interactible objects - update button placement for reach and usability - art pass for consistency of visual language (color, iconography, style) Still to do: - polish on some of the icons (temp art in several places) - audio pass - environment pass - scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock) Change 4033889 by Fred.Kimberley Fixed some watches that were incorrectly displayed as not in scope. Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged. Change 4033921 by Fred.Kimberley Remove unnecessary cast and unused variable. Change 4034094 by Phillip.Kavan Moved the Blueprint bookmarks feature out from under the experimental settings flag. Change 4035553 by Marc.Audy Remove unneeded UFUNCTION declaration #jira UE-58030 Change 4035588 by Jim.Brown RPG Game: - Fixed a couple weapon icons (from temp art to more final version for review) - Created 1st pass audio for Guardian enemies (attack, death, roar, swing) - added reeeeeeeaally temp environmental audio (WIP) - Started on audio for Spider creature (not in engine yet) Change 4036698 by Phillip.Kavan When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step. Change summary: - Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking. - Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping. #jira UE-52853 Change 4038454 by Marc.Audy Remove unneeded validation code for old UC state system Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class. Change 4038487 by Jim.Brown RPG Game: - Icon work (still a couple placeholder, but almost done!) - Audio pass on Guardian creature - started audio on Spider creature (WIP) Change 4040374 by Phillip.Kavan When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play. Change summary: - Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump. - Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review). #jira UE-52853 Change 4040727 by Ben.Zeigler Ability blueprint fixes Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0 Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo Added some comments Change 4040812 by Fred.Kimberley Fix errors and warnings in blueprint editor tests. This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html). Change 4041001 by Ben.Zeigler Hook up skill cooldown to ui, bump cooldown to 2 seconds Change 4041021 by Marc.Audy PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist) #jira UE-46077 #jira UE-58379 Change 4041038 by Fred.Kimberley Remove UFUNCTION macros in overridden functions to fix build errors. Change 4041671 by Fred.Kimberley Added calls to delegates when a periodic effect executes a final time as it is being removed. PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87) Change 4041792 by Dan.Oconnor Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer #jira None Change 4041796 by Dan.Oconnor SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164 #jira UE-53734 Change 4041886 by Phillip.Kavan Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled. Change summary: - Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks. - Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged(). - Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes. - Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize(). - Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor. #jira UE-42333 Change 4042215 by Marc.Audy Copy fix for depth of field in to Dev-Framework #author Allan.Bentham Change 4042732 by Marc.Audy Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set #jira UE-53965 Change 4042796 by Ben.Zeigler #jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled Change 4042943 by Jim.Brown RPG Game: - replaced all existing audio - set up audio for all animations / matinee - will need some polish when real audio comes in, but placeholder is good reference. :) Change 4043287 by Ben.Zeigler #jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none #jira UE-57224 Fix it so pasting is correctly validated for soft object properties Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal Change 4043396 by Dan.Oconnor Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped #jira UE-58290 Change 4043708 by paulo.souza Enemy progression intial commit + cleanups Change 4045083 by Phillip.Kavan Don't allow new bookmarks to be added when the name field is empty. #jira UE-58220 Change 4045504 by Phillip.Kavan The search bar is now functional in the Blueprint Bookmarks view. #jira UE-58421 Change 4045516 by Phillip.Kavan Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup). #jira UE-55596 Change 4046707 by Jim.Brown Action RPG Game Guardians: - Removed delay before grunts attack (so they don't just stand there anymore) - Replaced idle animation with idle animation (was a scream, which they did every time they were idle) HUD: - Fixed skill meter not animating properly - Added pulsing reminder around skill button when it's ready and hasn't been used Character: (WIP) - Fixed missing anim notify in Attack02 - Added missing notify (and sound) in a couple attacks - reduced forward movement component of first couple attacks in combo move Change 4046868 by Dan.Oconnor Reparent blueprints before replacing references when using the 'delete and replace references' tool #jira UE-57355 Change 4047012 by Jose.Gonzalez Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate. Change 4047018 by Jose.Gonzalez Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets Change 4047089 by paulo.souza Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics Change 4049741 by Jim.Brown Action RPG Game: - Set up Wave intro/outro screen - Added a some audio stingers (legal approved, no need to replace) - Content (music) file organization Change 4050235 by Jim.Brown Action RPG: - Set up blocking volumes throughout entire map - aligned all volumes on major grid lines - turned off collision on all exterior rock meshes - full rebuild (should improve perf, collision, and pathing) Change 4050440 by paulo.souza Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions Change 4050910 by paulo.souza Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera Change 4050920 by paulo.souza Action RPG Game: Wave start and finish screen animation timing fix/polishing Change 4050921 by paulo.souza Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode Change 4052161 by Jose.Gonzalez Added player character efforts. Adjusted soundcues for VO that plays during slow downs. Added anims to support different sounds for mana/health potions #jira UE-58598 Change 4052932 by Dan.Oconnor Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant #jira UE-58605 Change 4053179 by Jim.Brown Action RPG Game: - New front end (background, logo, buttons, animations) - Updated HUD/UI with new art to match updated front end. Change 4053187 by Marc.Audy Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism. Fix latent dynamic force feedback effects not updating their values when instructed to. #jira UE-55921 Change 4053423 by Jose.Gonzalez Added Guardian footsteps and concurrency rules for them. Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check. Added sword swings, adjusted volume per anim. Added power up for Firewave. Added Player Character footsteps. Added whoosh for slo-mo meteors. #jira UE-58598 Change 4053769 by Phillip.Kavan Remove associated local bookmarks when Blueprint assets are deleted. Change summary: - Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only). - Added FBlueprintEditorUtils::RemoveAllLocalBookmarks(). #jira UE-55606 Change 4053771 by Phillip.Kavan CIS fix (failed P4 resolve) Change 4053849 by Jose.Gonzalez Spider large steps added, adjusted all anims and added them in the anims they weren't in. Character collapse added. Began work on Intro audio (creature sounds and timing) #jira UE-58598 Change 4054042 by Jose.Gonzalez Added Health and Mana cues, they now have seperate anims per item. Added all Guardian VO, setup sequences and anims with matching audio. Hammer and Axe swings added. Level up cue added, adjusted anim. Guardian swings and impacts added #jira UE-58598 Change 4054375 by Marc.Audy Ensure only that instanced IsEditorOnly components are displayed in the IWCE window #jira UE-57954 Change 4054518 by Phillip.Kavan For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion. #jira UE-58738 Change 4054777 by Ben.Zeigler #jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong Change 4054796 by Fred.Kimberley Improved watch window. - shows watches from multiple blueprints. - better indication of instances being debugged vs watches that aren't currently valid Change 4055112 by Fred.Kimberley PR #4273: Expose AIController public properties to BP (Contributed by Allar) #jira UE-53007 Change 4055126 by Dan.Oconnor Fix shadow variable #jira UE-58763 Change 4055253 by paulo.souza Action RPG Game - Fixes: Player can die properly; Should not be able to buy Souls; Margins for the iPhoneX notch; Change 4055279 by Fred.Kimberley Added a helper function to make it easier to query containers for the presence of a single tag. PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren) #jira UE-57128 Change 4055511 by Ben.Zeigler Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered Change 4055981 by Jose.Gonzalez Spider completed #jira UE-58598 Change 4056011 by Jim.Brown RPG Game: - Fixed textures that weren't power of 2 for mobile - Updated main menu screens with better lighting/resolution - lighting tweaks to main level - Gameplay balance tweaks (should be a bit more difficult now) - more enemies per wave - tighter distribution of enemy levels - Differentiated enemies: - Lvl 1 enemies are smaller w/ red effects - Lvl 2 enemies are same size with yellow effects - Lvl 3 enemies are larger with purplish effects - Added effects to lvl 3 enemy's weapon (torch) - Fixed color distrubution and transparency across buttons on the HUD - Fixed button text eating input from buttons - maybe some other stuff I forgot. :P Change 4056192 by Dan.Oconnor Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal #jira None Change 4056224 by Fred.Kimberley Revert CL 4040812 for this file only. This change was not meant to be checked in. #jira UE-58785 Change 4056239 by Marc.Audy Components correctly display again. Sprite components of Instanced components do appear. Can't solve that for now. #jira UE-58747 Change 4056390 by Fred.Kimberley Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called. #jira UE-56986 Change 4056397 by Fred.Kimberley Fix several minor issues with the watch window. - Switched to more user friendly names for the instances being debugged - Support copy and paste of multiple lines in the watch window - Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged. #jira UE-55707, UE-58273, UE-58703 Change 4056410 by Michael.Noland Core: Added FUNC_Const to FUNC_FuncInherit Change 4056515 by Phillip.Kavan Fix crash on load during serialization of function entry nodes if the generated class is not yet available. #jira UE-58783 Change 4056530 by Jose.Gonzalez Set up soundclasses for all soundcues. PSMs for Potions, Abilities, Slomo, and Enemy #jira UE-58598 Change 4056552 by Ben.Zeigler #jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values Change 4056554 by Ben.Zeigler Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds Change 4056558 by paulo.souza Action RPG: - Fixed weapon switching bug - Added more time to play the game (added per wave) - AnimBP now resets to idle animation when in Inventory mode Change 4056634 by Ben.Zeigler Stop error spam about loading null items Change 4056638 by Ben.Zeigler Cleaned up GameInstance handling of loading screens Delete some unused assets and consolidate a physical material Change 4056640 by Michael.Noland PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar) #jira UE-51273 Change 4056641 by Michael.Noland PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar) #jira UE-51293 Change 4056642 by Michael.Noland PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56) Change 4056644 by Michael.Noland PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl) Change 4056645 by Michael.Noland PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist) #jira UE-57273 Change 4056646 by Michael.Noland Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified PR #4687: (Contributed by projectgheist) #jira UE-58082 Change 4056659 by Michael.Noland PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed) Change 4056662 by Michael.Noland PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly) #jira UE-58158, UE-58096 Change 4056664 by Michael.Noland PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar) #jira UE-51291 Change 4056665 by Michael.Noland PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist) Change 4056696 by Michael.Noland PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar) #jira UE-51292 Change 4056716 by Michael.Noland PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits) Change 4056720 by Michael.Noland PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon) Change 4056723 by Michael.Noland PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron) Change 4056744 by paulo.souza Action RPG: - Fixed null referenced assets - Reinstated the "Add Souls" button (for QA) - Reduced some UI images max cook resolution Change 4056745 by Jose.Gonzalez UI and Ambient sounds added #jira UE-58598 Change 4057038 by Jim.Brown RPG Game: - Fixed broken title screen Change 4057043 by Jim.Brown RPG Game: - Lowered footstep volume Change 4057071 by Jim.Brown RPG Game: fixed broken logo/title widget Change 4057079 by Michael.Noland Blueprints: Fixing a static analysis error in the watch window Change 4057112 by Jim.Brown RPG Game: updated logo (downsized from 2048 to 1024 and improved quality) Change 4057201 by Jim.Brown RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances. Change 4057245 by Jim.Brown RPG Game: Lowered pitch of sword swing Change 4057443 by Marc.Audy Property counts will be different in cooked and uncooked builds due to the editor only properties Change 4057515 by Jim.Brown Action RPG: - Replaced background image in main menu with much higher quality art - Removed dynamic spotlight that was causing perf hitch in main map - Added slight animation to damage number pops - Audio tweaks Change 4020341 by Phillip.Kavan (Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - Restored 4016447. - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods. - Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion. #jira UE-52372 Change 4024137 by Ben.Zeigler Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code Change 4035540 by Marc.Audy Make UWidget::IsHovered virtual Change 4043467 by Ben.Zeigler #jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories #jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654 These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI [CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
float DoFToScreenScale = 4;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
// Manually compute UV and ScreenSpacePos from SvPosition to avoid south east shiting of the pixel in bottom right corner
// caused by the DestRect.Size() + 1 viewport size done for odd view rect resolution.
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146) #lockdown Nick.Penwarden #rb ============================ MAJOR FEATURES & CHANGES ============================ Change 4007876 by Ben.Zeigler Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller The player starts with 0 souls, but I hooked up the + on the souls display to grant 50 Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design Change 4008251 by Mieszko.Zielinski PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist) Also addresses #jira UE-57869 Change 4008530 by Ben.Zeigler Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue Change 4008694 by Ben.Zeigler Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie This option is disabled by default because game-specific tick functions may be doing unsafe slate operations Change 4008698 by Ben.Zeigler Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that This depends on engine tick working from the loading movie, a feature I just added Change 4008699 by Ben.Zeigler Add SaveGame flag to gameplay tags so they can be used for native save systems Change 4008941 by Ben.Zeigler Hook up Fireball using new functions that allow applying an effect container spec from a projectile Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next Rename some ability functions to make them shorter Change 4008943 by Dan.Oconnor Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text #jira UE-56478 Change 4010465 by Marc.Audy Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels. Change 4010508 by Marc.Audy PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist) #jira UE-57775 Change 4010845 by Dan.Oconnor Avoid crashing trying to serialize a subobject that was create outside of a transaction #jira UE-57419 Change 4012148 by Phillip.Kavan PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel. #jira UE-55988 Change 4012393 by mason.seay Test BP with 512 components Change 4015966 by mason.seay Updated BP to add split pin debugging Change 4016110 by Marc.Audy (4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que) #jira UE-58009 Change 4016447 by Phillip.Kavan Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class. #jira UE-52372 Change 4016463 by Phillip.Kavan CIS fix - back out changelist 4016447 (temp) Change 4017382 by Dan.Oconnor Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker Change 4020602 by paulo.souza Lighting improvements and optmizations Change 4020638 by paulo.souza Icons and launch screens on mobile (Android and iOS) Change 4021340 by Ben.Zeigler Fix Map/Set add comments to be accurate, the return value was removed Change 4021392 by Ben.Zeigler #jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup Change 4021480 by mason.seay Reorganized comments and nodes Change 4025794 by mason.seay Cleared all watches Change 4026141 by Mieszko.Zielinski Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4 In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user: https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html #jira none Change 4027427 by Dan.Oconnor Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector #jira UE-58115 Change 4027434 by Ben.Zeigler Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games Change 4028656 by Ben.Zeigler Added comments and cleaned up ActionRPG code, done with primary features Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this Add inventory interface that is used instead of having character explicitly cast to player controller Change 4029079 by paulo.souza Fixes to camera rotation when using the AutoMode + UI changes Change 4030066 by Phillip.Kavan Message (interface) call nodes no longer display the skeleton class name in the node subtitle. Change summary: - Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries. #jira nojira Change 4031843 by Jim.Brown Action RPG Game full UI overhaul. Goals: - new layout and art - consolidate view to center of screen - make buttons appear more like interactible objects - update button placement for reach and usability - art pass for consistency of visual language (color, iconography, style) Still to do: - polish on some of the icons (temp art in several places) - audio pass - environment pass - scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock) Change 4033889 by Fred.Kimberley Fixed some watches that were incorrectly displayed as not in scope. Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged. Change 4033921 by Fred.Kimberley Remove unnecessary cast and unused variable. Change 4034094 by Phillip.Kavan Moved the Blueprint bookmarks feature out from under the experimental settings flag. Change 4035553 by Marc.Audy Remove unneeded UFUNCTION declaration #jira UE-58030 Change 4035588 by Jim.Brown RPG Game: - Fixed a couple weapon icons (from temp art to more final version for review) - Created 1st pass audio for Guardian enemies (attack, death, roar, swing) - added reeeeeeeaally temp environmental audio (WIP) - Started on audio for Spider creature (not in engine yet) Change 4036698 by Phillip.Kavan When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step. Change summary: - Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking. - Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping. #jira UE-52853 Change 4038454 by Marc.Audy Remove unneeded validation code for old UC state system Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class. Change 4038487 by Jim.Brown RPG Game: - Icon work (still a couple placeholder, but almost done!) - Audio pass on Guardian creature - started audio on Spider creature (WIP) Change 4040374 by Phillip.Kavan When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play. Change summary: - Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump. - Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review). #jira UE-52853 Change 4040727 by Ben.Zeigler Ability blueprint fixes Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0 Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo Added some comments Change 4040812 by Fred.Kimberley Fix errors and warnings in blueprint editor tests. This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html). Change 4041001 by Ben.Zeigler Hook up skill cooldown to ui, bump cooldown to 2 seconds Change 4041021 by Marc.Audy PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist) #jira UE-46077 #jira UE-58379 Change 4041038 by Fred.Kimberley Remove UFUNCTION macros in overridden functions to fix build errors. Change 4041671 by Fred.Kimberley Added calls to delegates when a periodic effect executes a final time as it is being removed. PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87) Change 4041792 by Dan.Oconnor Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer #jira None Change 4041796 by Dan.Oconnor SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164 #jira UE-53734 Change 4041886 by Phillip.Kavan Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled. Change summary: - Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks. - Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged(). - Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes. - Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize(). - Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor. #jira UE-42333 Change 4042215 by Marc.Audy Copy fix for depth of field in to Dev-Framework #author Allan.Bentham Change 4042732 by Marc.Audy Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set #jira UE-53965 Change 4042796 by Ben.Zeigler #jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled Change 4042943 by Jim.Brown RPG Game: - replaced all existing audio - set up audio for all animations / matinee - will need some polish when real audio comes in, but placeholder is good reference. :) Change 4043287 by Ben.Zeigler #jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none #jira UE-57224 Fix it so pasting is correctly validated for soft object properties Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal Change 4043396 by Dan.Oconnor Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped #jira UE-58290 Change 4043708 by paulo.souza Enemy progression intial commit + cleanups Change 4045083 by Phillip.Kavan Don't allow new bookmarks to be added when the name field is empty. #jira UE-58220 Change 4045504 by Phillip.Kavan The search bar is now functional in the Blueprint Bookmarks view. #jira UE-58421 Change 4045516 by Phillip.Kavan Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup). #jira UE-55596 Change 4046707 by Jim.Brown Action RPG Game Guardians: - Removed delay before grunts attack (so they don't just stand there anymore) - Replaced idle animation with idle animation (was a scream, which they did every time they were idle) HUD: - Fixed skill meter not animating properly - Added pulsing reminder around skill button when it's ready and hasn't been used Character: (WIP) - Fixed missing anim notify in Attack02 - Added missing notify (and sound) in a couple attacks - reduced forward movement component of first couple attacks in combo move Change 4046868 by Dan.Oconnor Reparent blueprints before replacing references when using the 'delete and replace references' tool #jira UE-57355 Change 4047012 by Jose.Gonzalez Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate. Change 4047018 by Jose.Gonzalez Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets Change 4047089 by paulo.souza Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics Change 4049741 by Jim.Brown Action RPG Game: - Set up Wave intro/outro screen - Added a some audio stingers (legal approved, no need to replace) - Content (music) file organization Change 4050235 by Jim.Brown Action RPG: - Set up blocking volumes throughout entire map - aligned all volumes on major grid lines - turned off collision on all exterior rock meshes - full rebuild (should improve perf, collision, and pathing) Change 4050440 by paulo.souza Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions Change 4050910 by paulo.souza Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera Change 4050920 by paulo.souza Action RPG Game: Wave start and finish screen animation timing fix/polishing Change 4050921 by paulo.souza Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode Change 4052161 by Jose.Gonzalez Added player character efforts. Adjusted soundcues for VO that plays during slow downs. Added anims to support different sounds for mana/health potions #jira UE-58598 Change 4052932 by Dan.Oconnor Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant #jira UE-58605 Change 4053179 by Jim.Brown Action RPG Game: - New front end (background, logo, buttons, animations) - Updated HUD/UI with new art to match updated front end. Change 4053187 by Marc.Audy Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism. Fix latent dynamic force feedback effects not updating their values when instructed to. #jira UE-55921 Change 4053423 by Jose.Gonzalez Added Guardian footsteps and concurrency rules for them. Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check. Added sword swings, adjusted volume per anim. Added power up for Firewave. Added Player Character footsteps. Added whoosh for slo-mo meteors. #jira UE-58598 Change 4053769 by Phillip.Kavan Remove associated local bookmarks when Blueprint assets are deleted. Change summary: - Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only). - Added FBlueprintEditorUtils::RemoveAllLocalBookmarks(). #jira UE-55606 Change 4053771 by Phillip.Kavan CIS fix (failed P4 resolve) Change 4053849 by Jose.Gonzalez Spider large steps added, adjusted all anims and added them in the anims they weren't in. Character collapse added. Began work on Intro audio (creature sounds and timing) #jira UE-58598 Change 4054042 by Jose.Gonzalez Added Health and Mana cues, they now have seperate anims per item. Added all Guardian VO, setup sequences and anims with matching audio. Hammer and Axe swings added. Level up cue added, adjusted anim. Guardian swings and impacts added #jira UE-58598 Change 4054375 by Marc.Audy Ensure only that instanced IsEditorOnly components are displayed in the IWCE window #jira UE-57954 Change 4054518 by Phillip.Kavan For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion. #jira UE-58738 Change 4054777 by Ben.Zeigler #jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong Change 4054796 by Fred.Kimberley Improved watch window. - shows watches from multiple blueprints. - better indication of instances being debugged vs watches that aren't currently valid Change 4055112 by Fred.Kimberley PR #4273: Expose AIController public properties to BP (Contributed by Allar) #jira UE-53007 Change 4055126 by Dan.Oconnor Fix shadow variable #jira UE-58763 Change 4055253 by paulo.souza Action RPG Game - Fixes: Player can die properly; Should not be able to buy Souls; Margins for the iPhoneX notch; Change 4055279 by Fred.Kimberley Added a helper function to make it easier to query containers for the presence of a single tag. PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren) #jira UE-57128 Change 4055511 by Ben.Zeigler Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered Change 4055981 by Jose.Gonzalez Spider completed #jira UE-58598 Change 4056011 by Jim.Brown RPG Game: - Fixed textures that weren't power of 2 for mobile - Updated main menu screens with better lighting/resolution - lighting tweaks to main level - Gameplay balance tweaks (should be a bit more difficult now) - more enemies per wave - tighter distribution of enemy levels - Differentiated enemies: - Lvl 1 enemies are smaller w/ red effects - Lvl 2 enemies are same size with yellow effects - Lvl 3 enemies are larger with purplish effects - Added effects to lvl 3 enemy's weapon (torch) - Fixed color distrubution and transparency across buttons on the HUD - Fixed button text eating input from buttons - maybe some other stuff I forgot. :P Change 4056192 by Dan.Oconnor Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal #jira None Change 4056224 by Fred.Kimberley Revert CL 4040812 for this file only. This change was not meant to be checked in. #jira UE-58785 Change 4056239 by Marc.Audy Components correctly display again. Sprite components of Instanced components do appear. Can't solve that for now. #jira UE-58747 Change 4056390 by Fred.Kimberley Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called. #jira UE-56986 Change 4056397 by Fred.Kimberley Fix several minor issues with the watch window. - Switched to more user friendly names for the instances being debugged - Support copy and paste of multiple lines in the watch window - Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged. #jira UE-55707, UE-58273, UE-58703 Change 4056410 by Michael.Noland Core: Added FUNC_Const to FUNC_FuncInherit Change 4056515 by Phillip.Kavan Fix crash on load during serialization of function entry nodes if the generated class is not yet available. #jira UE-58783 Change 4056530 by Jose.Gonzalez Set up soundclasses for all soundcues. PSMs for Potions, Abilities, Slomo, and Enemy #jira UE-58598 Change 4056552 by Ben.Zeigler #jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values Change 4056554 by Ben.Zeigler Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds Change 4056558 by paulo.souza Action RPG: - Fixed weapon switching bug - Added more time to play the game (added per wave) - AnimBP now resets to idle animation when in Inventory mode Change 4056634 by Ben.Zeigler Stop error spam about loading null items Change 4056638 by Ben.Zeigler Cleaned up GameInstance handling of loading screens Delete some unused assets and consolidate a physical material Change 4056640 by Michael.Noland PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar) #jira UE-51273 Change 4056641 by Michael.Noland PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar) #jira UE-51293 Change 4056642 by Michael.Noland PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56) Change 4056644 by Michael.Noland PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl) Change 4056645 by Michael.Noland PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist) #jira UE-57273 Change 4056646 by Michael.Noland Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified PR #4687: (Contributed by projectgheist) #jira UE-58082 Change 4056659 by Michael.Noland PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed) Change 4056662 by Michael.Noland PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly) #jira UE-58158, UE-58096 Change 4056664 by Michael.Noland PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar) #jira UE-51291 Change 4056665 by Michael.Noland PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist) Change 4056696 by Michael.Noland PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar) #jira UE-51292 Change 4056716 by Michael.Noland PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits) Change 4056720 by Michael.Noland PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon) Change 4056723 by Michael.Noland PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron) Change 4056744 by paulo.souza Action RPG: - Fixed null referenced assets - Reinstated the "Add Souls" button (for QA) - Reduced some UI images max cook resolution Change 4056745 by Jose.Gonzalez UI and Ambient sounds added #jira UE-58598 Change 4057038 by Jim.Brown RPG Game: - Fixed broken title screen Change 4057043 by Jim.Brown RPG Game: - Lowered footstep volume Change 4057071 by Jim.Brown RPG Game: fixed broken logo/title widget Change 4057079 by Michael.Noland Blueprints: Fixing a static analysis error in the watch window Change 4057112 by Jim.Brown RPG Game: updated logo (downsized from 2048 to 1024 and improved quality) Change 4057201 by Jim.Brown RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances. Change 4057245 by Jim.Brown RPG Game: Lowered pitch of sword swing Change 4057443 by Marc.Audy Property counts will be different in cooked and uncooked builds due to the editor only properties Change 4057515 by Jim.Brown Action RPG: - Replaced background image in main menu with much higher quality art - Removed dynamic spotlight that was causing perf hitch in main map - Added slight animation to damage number pops - Audio tweaks Change 4020341 by Phillip.Kavan (Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - Restored 4016447. - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods. - Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion. #jira UE-52372 Change 4024137 by Ben.Zeigler Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code Change 4035540 by Marc.Audy Make UWidget::IsHovered virtual Change 4043467 by Ben.Zeigler #jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories #jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654 These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI [CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
float2 ViewportUV = min(SvPositionToViewportUV(SvPosition * DoFToScreenScale), 1 - View.ViewSizeAndInvSize.zw * 0.5);
float2 UV = ViewportUVToBufferUV(ViewportUV) - ((0.5f - View.TemporalAAParams.zw) * BufferSizeAndInvSize.zw);
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146) #lockdown Nick.Penwarden #rb ============================ MAJOR FEATURES & CHANGES ============================ Change 4007876 by Ben.Zeigler Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller The player starts with 0 souls, but I hooked up the + on the souls display to grant 50 Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design Change 4008251 by Mieszko.Zielinski PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist) Also addresses #jira UE-57869 Change 4008530 by Ben.Zeigler Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue Change 4008694 by Ben.Zeigler Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie This option is disabled by default because game-specific tick functions may be doing unsafe slate operations Change 4008698 by Ben.Zeigler Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that This depends on engine tick working from the loading movie, a feature I just added Change 4008699 by Ben.Zeigler Add SaveGame flag to gameplay tags so they can be used for native save systems Change 4008941 by Ben.Zeigler Hook up Fireball using new functions that allow applying an effect container spec from a projectile Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next Rename some ability functions to make them shorter Change 4008943 by Dan.Oconnor Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text #jira UE-56478 Change 4010465 by Marc.Audy Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels. Change 4010508 by Marc.Audy PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist) #jira UE-57775 Change 4010845 by Dan.Oconnor Avoid crashing trying to serialize a subobject that was create outside of a transaction #jira UE-57419 Change 4012148 by Phillip.Kavan PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel. #jira UE-55988 Change 4012393 by mason.seay Test BP with 512 components Change 4015966 by mason.seay Updated BP to add split pin debugging Change 4016110 by Marc.Audy (4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que) #jira UE-58009 Change 4016447 by Phillip.Kavan Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class. #jira UE-52372 Change 4016463 by Phillip.Kavan CIS fix - back out changelist 4016447 (temp) Change 4017382 by Dan.Oconnor Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker Change 4020602 by paulo.souza Lighting improvements and optmizations Change 4020638 by paulo.souza Icons and launch screens on mobile (Android and iOS) Change 4021340 by Ben.Zeigler Fix Map/Set add comments to be accurate, the return value was removed Change 4021392 by Ben.Zeigler #jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup Change 4021480 by mason.seay Reorganized comments and nodes Change 4025794 by mason.seay Cleared all watches Change 4026141 by Mieszko.Zielinski Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4 In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user: https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html #jira none Change 4027427 by Dan.Oconnor Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector #jira UE-58115 Change 4027434 by Ben.Zeigler Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games Change 4028656 by Ben.Zeigler Added comments and cleaned up ActionRPG code, done with primary features Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this Add inventory interface that is used instead of having character explicitly cast to player controller Change 4029079 by paulo.souza Fixes to camera rotation when using the AutoMode + UI changes Change 4030066 by Phillip.Kavan Message (interface) call nodes no longer display the skeleton class name in the node subtitle. Change summary: - Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries. #jira nojira Change 4031843 by Jim.Brown Action RPG Game full UI overhaul. Goals: - new layout and art - consolidate view to center of screen - make buttons appear more like interactible objects - update button placement for reach and usability - art pass for consistency of visual language (color, iconography, style) Still to do: - polish on some of the icons (temp art in several places) - audio pass - environment pass - scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock) Change 4033889 by Fred.Kimberley Fixed some watches that were incorrectly displayed as not in scope. Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged. Change 4033921 by Fred.Kimberley Remove unnecessary cast and unused variable. Change 4034094 by Phillip.Kavan Moved the Blueprint bookmarks feature out from under the experimental settings flag. Change 4035553 by Marc.Audy Remove unneeded UFUNCTION declaration #jira UE-58030 Change 4035588 by Jim.Brown RPG Game: - Fixed a couple weapon icons (from temp art to more final version for review) - Created 1st pass audio for Guardian enemies (attack, death, roar, swing) - added reeeeeeeaally temp environmental audio (WIP) - Started on audio for Spider creature (not in engine yet) Change 4036698 by Phillip.Kavan When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step. Change summary: - Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking. - Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping. #jira UE-52853 Change 4038454 by Marc.Audy Remove unneeded validation code for old UC state system Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class. Change 4038487 by Jim.Brown RPG Game: - Icon work (still a couple placeholder, but almost done!) - Audio pass on Guardian creature - started audio on Spider creature (WIP) Change 4040374 by Phillip.Kavan When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play. Change summary: - Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump. - Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review). #jira UE-52853 Change 4040727 by Ben.Zeigler Ability blueprint fixes Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0 Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo Added some comments Change 4040812 by Fred.Kimberley Fix errors and warnings in blueprint editor tests. This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html). Change 4041001 by Ben.Zeigler Hook up skill cooldown to ui, bump cooldown to 2 seconds Change 4041021 by Marc.Audy PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist) #jira UE-46077 #jira UE-58379 Change 4041038 by Fred.Kimberley Remove UFUNCTION macros in overridden functions to fix build errors. Change 4041671 by Fred.Kimberley Added calls to delegates when a periodic effect executes a final time as it is being removed. PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87) Change 4041792 by Dan.Oconnor Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer #jira None Change 4041796 by Dan.Oconnor SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164 #jira UE-53734 Change 4041886 by Phillip.Kavan Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled. Change summary: - Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks. - Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged(). - Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes. - Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize(). - Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor. #jira UE-42333 Change 4042215 by Marc.Audy Copy fix for depth of field in to Dev-Framework #author Allan.Bentham Change 4042732 by Marc.Audy Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set #jira UE-53965 Change 4042796 by Ben.Zeigler #jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled Change 4042943 by Jim.Brown RPG Game: - replaced all existing audio - set up audio for all animations / matinee - will need some polish when real audio comes in, but placeholder is good reference. :) Change 4043287 by Ben.Zeigler #jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none #jira UE-57224 Fix it so pasting is correctly validated for soft object properties Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal Change 4043396 by Dan.Oconnor Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped #jira UE-58290 Change 4043708 by paulo.souza Enemy progression intial commit + cleanups Change 4045083 by Phillip.Kavan Don't allow new bookmarks to be added when the name field is empty. #jira UE-58220 Change 4045504 by Phillip.Kavan The search bar is now functional in the Blueprint Bookmarks view. #jira UE-58421 Change 4045516 by Phillip.Kavan Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup). #jira UE-55596 Change 4046707 by Jim.Brown Action RPG Game Guardians: - Removed delay before grunts attack (so they don't just stand there anymore) - Replaced idle animation with idle animation (was a scream, which they did every time they were idle) HUD: - Fixed skill meter not animating properly - Added pulsing reminder around skill button when it's ready and hasn't been used Character: (WIP) - Fixed missing anim notify in Attack02 - Added missing notify (and sound) in a couple attacks - reduced forward movement component of first couple attacks in combo move Change 4046868 by Dan.Oconnor Reparent blueprints before replacing references when using the 'delete and replace references' tool #jira UE-57355 Change 4047012 by Jose.Gonzalez Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate. Change 4047018 by Jose.Gonzalez Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets Change 4047089 by paulo.souza Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics Change 4049741 by Jim.Brown Action RPG Game: - Set up Wave intro/outro screen - Added a some audio stingers (legal approved, no need to replace) - Content (music) file organization Change 4050235 by Jim.Brown Action RPG: - Set up blocking volumes throughout entire map - aligned all volumes on major grid lines - turned off collision on all exterior rock meshes - full rebuild (should improve perf, collision, and pathing) Change 4050440 by paulo.souza Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions Change 4050910 by paulo.souza Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera Change 4050920 by paulo.souza Action RPG Game: Wave start and finish screen animation timing fix/polishing Change 4050921 by paulo.souza Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode Change 4052161 by Jose.Gonzalez Added player character efforts. Adjusted soundcues for VO that plays during slow downs. Added anims to support different sounds for mana/health potions #jira UE-58598 Change 4052932 by Dan.Oconnor Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant #jira UE-58605 Change 4053179 by Jim.Brown Action RPG Game: - New front end (background, logo, buttons, animations) - Updated HUD/UI with new art to match updated front end. Change 4053187 by Marc.Audy Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism. Fix latent dynamic force feedback effects not updating their values when instructed to. #jira UE-55921 Change 4053423 by Jose.Gonzalez Added Guardian footsteps and concurrency rules for them. Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check. Added sword swings, adjusted volume per anim. Added power up for Firewave. Added Player Character footsteps. Added whoosh for slo-mo meteors. #jira UE-58598 Change 4053769 by Phillip.Kavan Remove associated local bookmarks when Blueprint assets are deleted. Change summary: - Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only). - Added FBlueprintEditorUtils::RemoveAllLocalBookmarks(). #jira UE-55606 Change 4053771 by Phillip.Kavan CIS fix (failed P4 resolve) Change 4053849 by Jose.Gonzalez Spider large steps added, adjusted all anims and added them in the anims they weren't in. Character collapse added. Began work on Intro audio (creature sounds and timing) #jira UE-58598 Change 4054042 by Jose.Gonzalez Added Health and Mana cues, they now have seperate anims per item. Added all Guardian VO, setup sequences and anims with matching audio. Hammer and Axe swings added. Level up cue added, adjusted anim. Guardian swings and impacts added #jira UE-58598 Change 4054375 by Marc.Audy Ensure only that instanced IsEditorOnly components are displayed in the IWCE window #jira UE-57954 Change 4054518 by Phillip.Kavan For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion. #jira UE-58738 Change 4054777 by Ben.Zeigler #jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong Change 4054796 by Fred.Kimberley Improved watch window. - shows watches from multiple blueprints. - better indication of instances being debugged vs watches that aren't currently valid Change 4055112 by Fred.Kimberley PR #4273: Expose AIController public properties to BP (Contributed by Allar) #jira UE-53007 Change 4055126 by Dan.Oconnor Fix shadow variable #jira UE-58763 Change 4055253 by paulo.souza Action RPG Game - Fixes: Player can die properly; Should not be able to buy Souls; Margins for the iPhoneX notch; Change 4055279 by Fred.Kimberley Added a helper function to make it easier to query containers for the presence of a single tag. PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren) #jira UE-57128 Change 4055511 by Ben.Zeigler Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered Change 4055981 by Jose.Gonzalez Spider completed #jira UE-58598 Change 4056011 by Jim.Brown RPG Game: - Fixed textures that weren't power of 2 for mobile - Updated main menu screens with better lighting/resolution - lighting tweaks to main level - Gameplay balance tweaks (should be a bit more difficult now) - more enemies per wave - tighter distribution of enemy levels - Differentiated enemies: - Lvl 1 enemies are smaller w/ red effects - Lvl 2 enemies are same size with yellow effects - Lvl 3 enemies are larger with purplish effects - Added effects to lvl 3 enemy's weapon (torch) - Fixed color distrubution and transparency across buttons on the HUD - Fixed button text eating input from buttons - maybe some other stuff I forgot. :P Change 4056192 by Dan.Oconnor Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal #jira None Change 4056224 by Fred.Kimberley Revert CL 4040812 for this file only. This change was not meant to be checked in. #jira UE-58785 Change 4056239 by Marc.Audy Components correctly display again. Sprite components of Instanced components do appear. Can't solve that for now. #jira UE-58747 Change 4056390 by Fred.Kimberley Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called. #jira UE-56986 Change 4056397 by Fred.Kimberley Fix several minor issues with the watch window. - Switched to more user friendly names for the instances being debugged - Support copy and paste of multiple lines in the watch window - Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged. #jira UE-55707, UE-58273, UE-58703 Change 4056410 by Michael.Noland Core: Added FUNC_Const to FUNC_FuncInherit Change 4056515 by Phillip.Kavan Fix crash on load during serialization of function entry nodes if the generated class is not yet available. #jira UE-58783 Change 4056530 by Jose.Gonzalez Set up soundclasses for all soundcues. PSMs for Potions, Abilities, Slomo, and Enemy #jira UE-58598 Change 4056552 by Ben.Zeigler #jira UE-58753 Fix issue where TPropertyIterator would skip value properties when used on a map with struct keys but direct values Change 4056554 by Ben.Zeigler Add a test for property iterator, reorganized the property path helpers test so it shares the structure and is enabled for cooked builds Change 4056558 by paulo.souza Action RPG: - Fixed weapon switching bug - Added more time to play the game (added per wave) - AnimBP now resets to idle animation when in Inventory mode Change 4056634 by Ben.Zeigler Stop error spam about loading null items Change 4056638 by Ben.Zeigler Cleaned up GameInstance handling of loading screens Delete some unused assets and consolidate a physical material Change 4056640 by Michael.Noland PR #4119: Expose bClientSimulatingViewTarget to BP (Contributed by Allar) #jira UE-51273 Change 4056641 by Michael.Noland PR #4128: Marked APawn::LastHitBy as BlueprintReadOnly (Contributed by Allar) #jira UE-51293 Change 4056642 by Michael.Noland PR #4339: Fix a typo in a comment in UPlayerInput::ProcessInputStack (Contributed by shrimpy56) Change 4056644 by Michael.Noland PR #4462: Fixed a typo in name validation error messages where the name was already in use (Contributed by Dimpl) Change 4056645 by Michael.Noland PR #4635: UE-57273: Only call PostProcessWorldToScreen if ProjectWorldToScreen was successful (Contributed by projectgheist) #jira UE-57273 Change 4056646 by Michael.Noland Blueprints: Prevent struct properties with an Identical type trait (e.g., FGameplayTagContainer) from showing up as different in a BP diff even if they were unmodified PR #4687: (Contributed by projectgheist) #jira UE-58082 Change 4056659 by Michael.Noland PR #4244: Fixed TargetPoint's Arrow component being too small to see (Contributed by LordNed) Change 4056662 by Michael.Noland PR #4690: Dirty sprites when double-clicking to change the UV region (Contributed by projectgheist, modified slightly) #jira UE-58158, UE-58096 Change 4056664 by Michael.Noland PR #4126: Allow CanRestartPlayer to be BlueprintCallable (Contributed by Allar) #jira UE-51291 Change 4056665 by Michael.Noland PR #4641: UE-57415: Clamp value for time dilation (Contributed by projectgheist) Change 4056696 by Michael.Noland PR #4127: Marked PlayerCanRestart in GameMode as BlueprintCallable (Contributed by Allar) #jira UE-51292 Change 4056716 by Michael.Noland PR #4192: Fix adding new collision or rendering shapes (box/sphere) being at the wrong position when a sprite is not at the origin in UV space (Contributed by Mmpuskas, with minor edits) Change 4056720 by Michael.Noland PR #4718: Fixed collision generation for tile maps with non-orthogonal projections (Contributed by Rei-halycon) Change 4056723 by Michael.Noland PR #4583: [Paper2D] Fixed yellow tint in tilemap editor & made tile grid color customizable (Contributed by krill-o-tron) Change 4056744 by paulo.souza Action RPG: - Fixed null referenced assets - Reinstated the "Add Souls" button (for QA) - Reduced some UI images max cook resolution Change 4056745 by Jose.Gonzalez UI and Ambient sounds added #jira UE-58598 Change 4057038 by Jim.Brown RPG Game: - Fixed broken title screen Change 4057043 by Jim.Brown RPG Game: - Lowered footstep volume Change 4057071 by Jim.Brown RPG Game: fixed broken logo/title widget Change 4057079 by Michael.Noland Blueprints: Fixing a static analysis error in the watch window Change 4057112 by Jim.Brown RPG Game: updated logo (downsized from 2048 to 1024 and improved quality) Change 4057201 by Jim.Brown RPG Game: removed music pitch bending from slomo effect (kept ducking) as it sounded very odd in certain circumstances. Change 4057245 by Jim.Brown RPG Game: Lowered pitch of sword swing Change 4057443 by Marc.Audy Property counts will be different in cooked and uncooked builds due to the editor only properties Change 4057515 by Jim.Brown Action RPG: - Replaced background image in main menu with much higher quality art - Removed dynamic spotlight that was causing perf hitch in main map - Added slight animation to damage number pops - Audio tweaks Change 4020341 by Phillip.Kavan (Revised) Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - Restored 4016447. - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to construct a TEnumAsByte as the return value for non-class Enum types when emitting the PURE_VIRTUAL() syntax for BPNE interface methods. - Removed existing occurrences of explicit BPNE interface PVM stub implementations as these would otherwise conflict with the PURE_VIRTUAL() expansion. #jira UE-52372 Change 4024137 by Ben.Zeigler Clean up AbilitySystemComponent and GameplayAbility headers. Improved comments, reorganized functions, added virtual to useful places, and removed some dead functions Renamed EReplicationMode to EGameplayEffectReplicationMode as the old name was too general for a global enum Added UGameplayAbility::GetAbilitySystemComponentFromActorInfo Added UAbilitySystemComponent::AddGameplayEventTagContainerDelegate to allow binding a delegate to a gameplay event using a tag container allowing non-exact matches. Added option to AbilityTask_WaitGameplayEvent to allow non exact tags Fixed ActionRPG sample and internal games for changes. ActionRPG now only has game-specific ability system code Change 4035540 by Marc.Audy Make UWidget::IsHovered virtual Change 4043467 by Ben.Zeigler #jira UE-58516 Fix it so DirectoriesToNeverCook and DirectoriesToAlwaysCook can now include engine and plugin directories #jira UE-45710 Fix description for DirectoriesToNeverCook from PR #3654 These are now stored as /game/foo instead of foo and use the in-editor UI instead of the platform directory UI [CL 4058964 by Marc Audy in Main branch]
2018-05-08 18:03:43 -04:00
float2 ScreenSpacePos = DoFToScreenScale * float2(ViewportUV.x, 1 - ViewportUV.y) - 1;
float2 Offset = 0.5f * BufferSizeAndInvSize.zw;
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3016398) #lockdown nick.penwarden #rb nobody ========================== MAJOR FEATURES + CHANGES ========================== Change 2945508 on 2016/04/15 by Nick.Whiting Integrating fix for module loading for SteamVR, prevents crashing in race conditions Change 2950385 on 2016/04/20 by Ryan.Vance We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. Change 2955406 on 2016/04/25 by Chad.Taylor Factor scale into the motion controller component late update Change 2956275 on 2016/04/26 by Nick.Whiting Initial integration of OSVR plugin support #pr 2097 Change 2964412 on 2016/05/03 by Chad.Taylor PSVR's GetControllerOrientationAndPosition now returns false if status is NOT_STARTED or CALIBRATING Change 2964612 on 2016/05/03 by Ryan.Vance Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 2985528 on 2016/05/20 by Ryan.Vance #jira UE-30715 Keep from spamming the output log for every single shader compile when instanced stereo is enabled for a shader platform that doesn't support it. Change 2986246 on 2016/05/22 by Chad.Taylor HMD late-update thread safety Change 2998629 on 2016/06/02 by Ryan.Vance Post 4.12 Oculus plugin integration Change 3000057 on 2016/06/03 by Ryan.Vance Updating serialize function for custom material nodes. The instanced stereo refactor moved Frame uniforms *back* to View (post 4.11). This should update only objects that went through the prior transformation from View *to* Frame. The serialize function was also being used to update Parameters.WorldPosition to Parameters.AbsoluteWorldPosition. This should still run as expected. Change 3002187 on 2016/06/06 by Ryan.Vance Switching from ._m syntax to array syntax. The cross compiler chokes on the former. Change 3004153 on 2016/06/07 by Chad.Taylor Enable PSVR on VS2015 #jira UE-31202 Change 3009958 on 2016/06/10 by Ryan.Vance #jira UE-31922 Velocity and depth pre-pass for dynamic instanced meshes with isr was only rendering in the left eye. Need to loop over the draw call the same way we do for the base pass. Change 3011054 on 2016/06/13 by Chad.Taylor Merging "SteamVR Positional Late-Update" back into Dev-VR Change 3013361 on 2016/06/14 by Ryan.Vance #jira UE-32022 Fixing dbuffer decal integration errors. [CL 3018810 by Ryan Vance in Main branch]
2016-06-17 20:25:37 -04:00
float MaskDistance = View.DepthOfFieldFocalDistance + View.DepthOfFieldFocalRegion * 0.5f;
// Mobile path gathers Depth later in ReadFullResAndDepth
float4 DepthQuad = float4(0,0,0,0);
float4 FarColor = 0;
float4 NearColor = 0;
float2 Mask;
float4 Sample;
// for each sample of the full res input image
// we compute the mask (front of back layer)
// and put into MRT0 or MRT1
// can be optimized, needed to not blur the skybox
Merging Dev-LWCRendering into Main, this includes initial work to support rendering with LWC-scale position Basic approach is to add HLSL types FLWCScalar, FLWCMatrix, FLWCVector, etc. Inside shaders, absolute world space position values should be represented as FLWCVector3. Matrices that transform *into* absolute world space become FLWCMatrix. Matrices that transform *from* world space become FLWCInverseMatrix. Generally LWC values work by extending the regular 'float' value with an additional tile coordinate. Final tile size will be a trade-off between scale/accuracy; I'm using 256k for now, but may need to be adjusted. Value represented by a FLWCVector thus becomes V.Tile * TileSize + V.Offset. Most operations can be performed directly on LWC values. There are HLSL functions like LWCAdd, LWCSub, LWCMultiply, LWCDivide (operator overloading would be really nice here). The goal is to stay with LWC values for as long as needed, then convert to regular float values when possible. One thing that comes up a lot is working in translated (rather than absolute) world space. WorldSpace + View.PrevPreViewTranslation = TranslatedWorldspace. Except 'View.PrevPreViewTranslation' is now a FLWCVector3, and WorldSpace quantities should be as well. So that becomes LWCAdd(WorldSpace, View.PrevPreViewTranslation) = TranslatedWorldspace. Assuming that we're talking about a position that's "reasonably close" to the camera, it should be safe to convert the translated WS value to float. The 'tile' coordinate of the 2 LWC values should cancel out when added together in this case. I've done some work throughout the shader code to do this. Materials are fully supporting LWC-values as well. Projective texturing and vertex animation materials that I've tested work correctly even when positioned "far away" from the origin. Lots of work remains to fully convert all of our shader code. There's a function LWCHackToFloat(), which is a simple wrapper for LWCToFloat(). The idea of HackToFloat is to mark places that need further attention, where I'm simply converting absolute WS positions to float, to get shaders to compile. Shaders converted in this way should continue to work for all existing content (without LWC-scale values), but they will break if positions get too large. General overview of changed files: LargeWorldCoordinates.ush - This defines the FLWC types and operations GPUScene.cpp, SceneData.ush - Primitives add an extra 'float3' tile coordinate. Instance data is unchanged, so instances need to stay within single-precision range of the primitive origin. Could potentially split instances behind the scenes (I think) if we don't want this limitation HLSLMaterialDerivativeAutogen.cpp, HLSLMaterialTranslator.cpp, Preshader.cpp - Translated materials to use LWC values SceneView.cpp, SceneRelativeViewMatrices.cpp, ShaderCompiler.cpp, InstancedStereo.ush - View uniform buffer includes LWC values where appropriate #jira UE-117101 #rb arne.schober, Michael.Galetzka [CL 17787435 by Ben Ingram in ue5-main branch]
2021-10-12 13:29:45 -04:00
float3 ScreenVector = normalize(mul(float3(ScreenSpacePos, 1), LWCToFloat3x3(PrimaryView.ScreenToWorld)).xyz);
float SkyWithoutHorizonMask = saturate(ScreenVector.z * 3.0f);
// 0:see though..1:Near blurred
float VignetteMask = 0;
#if DOF_VIGNETTE
{
float DepthOfFieldVignetteMul = DepthOfFieldParams.y;
float DepthOfFieldVignetteAdd = DepthOfFieldParams.z;
// todo: we could optimize that multiplication away
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3016398) #lockdown nick.penwarden #rb nobody ========================== MAJOR FEATURES + CHANGES ========================== Change 2945508 on 2016/04/15 by Nick.Whiting Integrating fix for module loading for SteamVR, prevents crashing in race conditions Change 2950385 on 2016/04/20 by Ryan.Vance We need to test if the hmd is enabled if it exists. Otherwise, this will return true even if we aren't rendering in stereo if there's an hmd plugin loaded. Change 2955406 on 2016/04/25 by Chad.Taylor Factor scale into the motion controller component late update Change 2956275 on 2016/04/26 by Nick.Whiting Initial integration of OSVR plugin support #pr 2097 Change 2964412 on 2016/05/03 by Chad.Taylor PSVR's GetControllerOrientationAndPosition now returns false if status is NOT_STARTED or CALIBRATING Change 2964612 on 2016/05/03 by Ryan.Vance Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal) Change 2985528 on 2016/05/20 by Ryan.Vance #jira UE-30715 Keep from spamming the output log for every single shader compile when instanced stereo is enabled for a shader platform that doesn't support it. Change 2986246 on 2016/05/22 by Chad.Taylor HMD late-update thread safety Change 2998629 on 2016/06/02 by Ryan.Vance Post 4.12 Oculus plugin integration Change 3000057 on 2016/06/03 by Ryan.Vance Updating serialize function for custom material nodes. The instanced stereo refactor moved Frame uniforms *back* to View (post 4.11). This should update only objects that went through the prior transformation from View *to* Frame. The serialize function was also being used to update Parameters.WorldPosition to Parameters.AbsoluteWorldPosition. This should still run as expected. Change 3002187 on 2016/06/06 by Ryan.Vance Switching from ._m syntax to array syntax. The cross compiler chokes on the former. Change 3004153 on 2016/06/07 by Chad.Taylor Enable PSVR on VS2015 #jira UE-31202 Change 3009958 on 2016/06/10 by Ryan.Vance #jira UE-31922 Velocity and depth pre-pass for dynamic instanced meshes with isr was only rendering in the left eye. Need to loop over the draw call the same way we do for the base pass. Change 3011054 on 2016/06/13 by Chad.Taylor Merging "SteamVR Positional Late-Update" back into Dev-VR Change 3013361 on 2016/06/14 by Ryan.Vance #jira UE-32022 Fixing dbuffer decal integration errors. [CL 3018810 by Ryan Vance in Main branch]
2016-06-17 20:25:37 -04:00
float InvAspectRatio = View.ViewSizeAndInvSize.y * View.ViewSizeAndInvSize.z;
float CenterDist = length(ScreenSpacePos * float2(1, InvAspectRatio));
// We prepare the constants on CPU side and use MAD (Multiply and Add) as this is faster
VignetteMask = saturate(CenterDist * DepthOfFieldVignetteMul + DepthOfFieldVignetteAdd);
}
#endif
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Sample = ReadFullResAndDepth(UV + Offset * float2(-1, 1), DepthQuad.x);
Mask = ComputeDOFFocalMask(DepthQuad.x, SkyWithoutHorizonMask);
FarColor += Sample * Mask.x;
NearColor += Sample * lerp(Mask.y, 1, VignetteMask);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Sample = ReadFullResAndDepth(UV + Offset * float2(1, 1), DepthQuad.y);
Mask = ComputeDOFFocalMask(DepthQuad.y, SkyWithoutHorizonMask);
FarColor += Sample * Mask.x;
NearColor += Sample * lerp(Mask.y, 1, VignetteMask);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Sample = ReadFullResAndDepth(UV + Offset * float2(1, -1), DepthQuad.z);
Mask = ComputeDOFFocalMask(DepthQuad.z, SkyWithoutHorizonMask);
FarColor += Sample * Mask.x;
NearColor += Sample * lerp(Mask.y, 1, VignetteMask);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
Sample = ReadFullResAndDepth(UV + Offset * float2(-1, -1), DepthQuad.w);
Mask = ComputeDOFFocalMask(DepthQuad.w, SkyWithoutHorizonMask);
FarColor += Sample * Mask.x;
NearColor += Sample * lerp(Mask.y, 1, VignetteMask);
// we average 4 samples
FarColor /= 4;
NearColor /= 4;
#if MRT_COUNT > 1
OutColor0 = FarColor;
OutColor1 = NearColor;
#else
#if NEAR_BLUR
OutColor0 = NearColor;
#else
OutColor0 = FarColor;
#endif
#endif
}
float4 DepthOfFieldUVLimit;
// pixel shader to combine the full res scene and the blurred images behind and in front of the the focal plane
void MainRecombinePS(
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
noperspective float4 unused : TEXCOORD0,
float4 SvPosition : SV_POSITION,
out float4 OutColor : SV_Target0
)
{
// SceneColor in full res
float2 PixelPosCenter = SvPosition.xy;
float2 FullResUV = PixelPosCenter * BufferSizeAndInvSize.zw;
// DOF in half res
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
float2 ViewportUV = SvPositionToBufferUV(SvPosition);
// Clamp UV to avoid pulling bad data.
ViewportUV.x = clamp(ViewportUV.x, DepthOfFieldUVLimit.x, DepthOfFieldUVLimit.z);
ViewportUV.y = clamp(ViewportUV.y, DepthOfFieldUVLimit.y, DepthOfFieldUVLimit.w);
float4 SceneColorAndDepth = Texture2DSample(SceneColorTexture, SceneColorSampler, FullResUV);
SceneColorAndDepth.a = Texture2DSample(SunShaftAndDofTexture, SunShaftAndDofSampler, FullResUV).r;
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
float3 UnfocusedSceneColor = SceneColorAndDepth.rgb;
// I'm presuming all that matters here is the W==0 bit to mask out this value
// TODO: Should check that compiler is doing a good job of removing the usages of this
// from the rest of the code. It has no reason not to be able to do so...
float4 DOFAccumLayer1 = float4(0,0,0,0);
float4 DOFAccumLayer3 = float4(0,0,0,0);
#if FAR_BLUR
DOFAccumLayer1 = Texture2DSample(DofFarBlurTexture, DofFarBlurSampler, ViewportUV);
#endif
#if NEAR_BLUR
DOFAccumLayer3 = Texture2DSample(DofNearBlurTexture, DofNearBlurSampler, ViewportUV);
#endif
float Layer1Mask = DOFAccumLayer1.a;
float Layer2Mask = 1.0f - ComputeDOFFarFocalMask(SceneColorAndDepth.a);
// float Layer2Mask = 1.0f - DOFAccumLayer1.a;
float Layer3Mask = DOFAccumLayer3.a;
float PerPixelNearMask = ComputeDOFNearFocalMask(SceneColorAndDepth.a);
Copying //UE4/Dev-Mobile to Dev-Main (//UE4/Dev-Main) @2911599 #lockdown nick.penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2854295 on 2016/02/03 by Gareth.Martin@gareth.martin Added support for Landscape grass to use the landscape's light/shadow maps (original github pull request #1798 by Frugality) Change 2875167 on 2016/02/21 by Rolando.Caloca@Home_DM DM - glslang Change 2875650 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Common RHI changes Change 2876429 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Initial rhi check-in. Tappy & SunTemple working on PC. #codereview Jack.Porter, Chris.Babcock, Josh.Adams Change 2876665 on 2016/02/22 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Split Immediate command list off RHI Change 2881242 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream changes to exclude LPV shaders from Vulkan (reapplied with edit instead of integrate records) Change 2881356 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Static shadowing + dynamic-object CSM Change 2881359 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Mobile GPU particles Change 2881360 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Planar reflections very WIP Change 2881363 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream Separate Translucency very WIP Change 2881365 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream ProtoStar engine changes Change 2881371 on 2016/02/25 by Jack.Porter@Jack.Porter_UE4_Stream HACK for Max Texture Samplers hardcoded to 8 on ES2 Should be cleaned up better with UE-24419. Change 2884295 on 2016/02/26 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Integrate pipeline cache Change 2887043 on 2016/02/29 by Rolando.Caloca@Home_DM DM - Initial CCT support Change 2887572 on 2016/03/01 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Empty bound shader states cache - Only used currently on Vulkan Change 2889114 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Added GRHINeedsExtraDeletionLatency from 4.11 Change 2889115 on 2016/03/01 by Rolando.Caloca@Home_DM DM - Remove batched elements quads (was not been used at least since UE3!) Change 2895373 on 2016/03/04 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Fence mgr (disabled) Change 2898926 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Resource management (disabled) Change 2899937 on 2016/03/08 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Expand number of stencil op bits Change 2901132 on 2016/03/09 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Add support for more MaxSimultaneousRenderTargets Change 2903074 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Support for 3d staging textures Change 2903211 on 2016/03/10 by Jack.Porter@Jack.Porter_UE4_Stream Vulkan RHI stub for new SharedResourceView RHI call Change 2904014 on 2016/03/10 by Rolando.Caloca@rolando.caloca_T3903_DM DM - SM4 preq Change 2905389 on 2016/03/11 by Jack.Porter@Jack.Porter_UE4_Stream Android Vulkan support initial checkin Change 2908458 on 2016/03/14 by Allan.Bentham@Dev-Mobile Reinstate vertex fog, fixes UE-28166 Change 2910294 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Use fence manager Change 2910801 on 2016/03/15 by Rolando.Caloca@rolando.caloca_T3903_DM DM - Descriptor pool [CL 2912606 by Peter Sauerbrei in Main branch]
2016-03-16 21:16:51 -04:00
float2 DoFMasks = DecodeDOFFocalMask(SceneColorAndDepth.a);
Layer2Mask = 1.0-DoFMasks.x;
// 3 layers
float Div0Bias = 0.0001f;
// RGB color, A how much the full resolution showes through
float3 LayerMerger = 0;
// Layer 1: half res background
LayerMerger = (UnfocusedSceneColor * Div0Bias + DOFAccumLayer1.rgb) / (DOFAccumLayer1.a + Div0Bias);
// Needed to cope with the skybox not being blurred, the tweak value
// avoids having a discontinuity between blurry far objects and the skybox
// and is choosen to not produce too much blobby looking out of focus rendering.
float Blend = DOFAccumLayer1.a;
// Magic function to transform alpha into smooth blend function against in-focus skybox.
Blend = sqrt(Blend);
Blend = sqrt(Blend);
Blend = Blend * Blend * (3.0 - 2.0 * Blend);
LayerMerger = lerp(UnfocusedSceneColor, LayerMerger, Blend);
// Layer 2: then we add the focused scene to fill the empty areas
float Smash = 0.25;
Layer2Mask = saturate((Layer2Mask - (1.0 - Smash)) * rcp(Smash));
Layer2Mask *= Layer2Mask;
// LayerMerger = lerp(LayerMerger, SceneColorAndDepth.rgb, Layer2Mask * (1 - PerPixelNearMask));
LayerMerger = lerp(LayerMerger, SceneColorAndDepth.rgb, Layer2Mask);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
float3 FrontLayer = (UnfocusedSceneColor * Div0Bias + DOFAccumLayer3.rgb) / (DOFAccumLayer3.a + Div0Bias);
// Layer 3: on top of that blend the front half res layer
LayerMerger = lerp(LayerMerger, FrontLayer, saturate(Layer3Mask * 5));
OutColor.rgb = LayerMerger;
OutColor.a = 0;
}