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UnrealEngineUWP/Engine/Source/Developer/Apple/MetalShaderFormat/Private/MetalDerivedData.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
#include "MetalDerivedData.h"
#include "Serialization/MemoryWriter.h"
#include "RHIDefinitions.h"
#include "Misc/FileHelper.h"
#include "MetalShaderResources.h"
#include "Misc/Paths.h"
#include "Misc/Compression.h"
#include "Misc/OutputDeviceRedirector.h"
#include "MetalBackend.h"
#include "Serialization/MemoryReader.h"
#include "HlslccHeaderWriter.h"
#include "MetalShaderFormat.h"
#include "SpirvReflectCommon.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
#include <regex>
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
extern void BuildMetalShaderOutput(
FShaderCompilerOutput& ShaderOutput,
const FShaderCompilerInput& ShaderInput,
FSHAHash const& GUIDHash,
uint32 CCFlags,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
const ANSICHAR* InShaderSource,
uint32 SourceLen,
uint32 SourceCRCLen,
uint32 SourceCRC,
uint32 Version,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
TCHAR const* Standard,
TCHAR const* MinOSVersion,
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
EMetalTypeBufferMode TypeMode,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
TArray<FShaderCompilerError>& OutErrors,
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
uint32 TypedBuffers,
uint32 InvariantBuffers,
uint32 TypedUAVs,
uint32 ConstantBuffers,
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
TArray<uint8> const& TypedBufferFormats,
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
bool bAllowFastIntriniscs
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3627858 by Sorin.Gradinaru #jira UE-48948 Crash when pressing backspace on empty line Fixed: UE-48948 Backspace on empty line crashes app (virtual keyboard) UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait UE-49117 Chinese and Korean virtual keyboards don't allow native characters UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard UE-49124 Cursor in virtual keyboard and UMG don't match UE-49128 Virtual Keyboard text field doesn't appear if there is too much text UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear Change 3630732 by Sorin.Gradinaru #jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections. #3440 Cancelled the applied exposure scale for non-hdr mobile Change 3631436 by Nick.Shin HTML5 recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers #jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor Change 3632689 by Sorin.Gradinaru #jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed Change 3632769 by Adrian.Chelu #jira UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3633305 by Allan.Bentham Print out the callstack when a fatal error occurs. Change 3633510 by Chris.Babcock Remove unneeded logging #jira none Change 3634827 by Adrian.Chelu #fixed build editor buildsystem linux Change 3640610 by Adrian.Chelu #fixed Cook Win64 warnings #fixed UE4Editor Static Analysis Win64 warnings Change 3663057 by Sorin.Gradinaru UE-49301 Text in UMG controls flickers during update from Virtual Keyboard #jira UE-49301 #ue4 #android On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value) The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update) The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete. Change 3663630 by Jack.Porter Fix shader compile error on Galaxy S6 Change 3663972 by Allan.Bentham add ES3.1 framebuffer fetch. #jira UE-46251 Change 3671843 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) #jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3677675 by Sorin.Gradinaru Android Experimental Virtual Keyboard 4.18 issues #jira UE-49124 Cursor in virtual keyboard and UMG don't match #jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear #jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) #ue4 #android UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events. Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls) Change 3681555 by Adrian.Chelu UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3692020 by Sorin.Gradinaru #jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android #ue4 #4.19 #android Change 3692741 by Sorin.Gradinaru Andoid 3D WebBrowser #jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android #ue4 #android Change 3695475 by Chris.Babcock Per project Android NDK/SDK API settings #jira UEMOB-394 #ue4 #android Change 3701364 by Dmitriy.Dyomin Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28" #jira UE-50714 Change 3701664 by Jack.Porter Fix typo Change 3702355 by Cosmin.Sulea UEMOB-393 - Support "ETC 1.5" packaging #jira UEMOB-393 Change 3704950 by Chris.Babcock Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly #jira UE-50837 #ue4 #android Change 3709817 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) finally have a repo case to test this proper fix #jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3717598 by Chris.Babcock Fix Android icon paths #jira UE-51585 #ue4 #android Change 3718456 by Adrian.Chelu #fixed spelling in category localized name Change 3719643 by Nick.Shin nuke PLATFORM_HTML5_WIN32 more "old" code to remove #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code Change 3720342 by Nick.Shin HTML5 redirect logs to console window #jira UE-50747 HTML5 log is not easily accessible to users Change 3720652 by Sorin.Gradinaru UE-50382 Xcode Address Sanitizer feature does not work on iOS #jira 50382 #iOS #ue4 Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>) For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv. Change 3720654 by Sorin.Gradinaru UE-48499 Android Voice Module has a few issues #jira 48499 #Android #ue4 1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries? R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks. Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it. 2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown? R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows) 3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure? R: Fixed. 4. GetVoiceData() // Workaround for dealing with noise after stand-by while(bytes<InVoiceBufferSize) { OutVoiceBuffer[bytes++]=0; } Isn't this just a memzero? R: Fixed. 5. Missing features. Need to implement GetBufferSize and DumpState R: Added GetBufferSize. Can be used like in TestVoice.cpp DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties. Change 3722554 by Cosmin.Sulea UE-44224 - iOS - Remote Build - rsync error: files not transferred #jira UE-44224 Change 3723265 by Allan.Bentham Assign a texture format priority for ETC1a. prevents launch on from using ETC1a all the time.. Change 3729764 by Dmitriy.Dyomin Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes) Change 3729899 by Dmitriy.Dyomin Fixed tiled landcape re-import Change 3730895 by Bogdan.Vasilache UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ] #jira UEMOB-442 Change 3733463 by Chris.Babcock Return error for external texture if not used in pixel shader #jira UE-51763 #ue4 Change 3736226 by Chris.Babcock Change ExposureScale to PreExposure #jira UE-52007 #jira UE-51691 #ue4 #android Change 3740509 by Allan.Bentham Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps. #jira UE-50551 Change 3740586 by Cosmin.Sulea UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected. #jira UE-51747 Change 3741110 by Chris.Babcock Fix functional code in checks removed for shipping #ue4 Change 3741117 by Chris.Babcock Fix checkin error for check -> ensure fix #ue4 Change 3741156 by Chris.Babcock Swap order of SDK and NDK overrides in menu to match Android SDK settings #jira UE-52019 #ue4 #android Change 3741271 by Chris.Babcock Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer #jira UE-52058 #ue4 #android Change 3741464 by Chris.Babcock Add NDK and SDK platform validation (installed) for Android #jira UE-52069 #ue4 #android Change 3744602 by Josh.Adams From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer Change 3744603 by Josh.Adams From Meerkat: - Fixed a comment about debug view modes on consoles Change 3744607 by Josh.Adams From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window Change 3754890 by Chris.Babcock Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows #jira UE-52281 #ue4 Change 3755147 by Jack.Porter Fixed Google Cardboard rendering upside down on iPhone 6S+ #jira UE-38555 Change 3755458 by Cosmin.Sulea UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space #jira UE-47801 Change 3755492 by Jack.Porter Fix merge error Change 3759140 by Bogdan.Vasilache UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III #jira UE-52396 Change 3760536 by Sorin.Gradinaru UE-51262 values for pinch input produce very different results for same area on android device #jira 51262 #iOS #Android #ue4 1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over. Solved by remembering last pinch event values 2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger. Solved by using the correct values when the pinch event starts Change 3761279 by Chris.Babcock Flag vertex and fragment shaders belonging to materials with external textures #jira UE-52398 #ue4 #android Change 3761494 by Chris.Babcock Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard #jira UE-52471 #ue4 #android Change 3763146 by Jack.Porter Default assets for web browser widget #jira UE-51374 Change 3764242 by Chris.Babcock Disable Niagara vertex factories for mobile and Switch #jira UE-52425 #ue4 #mobile #switch Change 3766027 by Allan.Bentham Fix crash when no LQ volumetric lightmap data exists #jira UE-52508 Change 3766075 by Josh.Adams - Updating UDKRemote. Still needs art updated, and some some unneeded assets removed Change 3766141 by Allan.Bentham Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode. Change 3766163 by Josh.Adams - Updated icons and added a generator script when we get a new one Change 3766560 by Allan.Bentham Workaround for broken offsets with automation screenshots. #jira UE-52491 Change 3767193 by Peter.Sauerbrei remove Oculus shader from being cached force a metal shader re-compile #jira UE-52587 Change 3767604 by Peter.Sauerbrei fix the Oculusshader the right way #jira UE-52587 Change 3768543 by Sorin.Gradinaru Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored #Android #UE4 #4.19 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input Change 3663915 by Jack.Porter Prevent FTcpListener from busy polling while waiting for connections #jira UE-50125 Change 3709224 by Allan.Bentham Add android target device to gauntlet. Automation screenshot uses high res screenshot api for mobile. #jira UEMOB-360 Change 3741453 by Chris.Babcock Match the 4.18.1 fixes for shipping checks removing code (from CL3741091) #ue4 Change 3769301 by Peter.Sauerbrei fix for missing ue4_stdmetal.lib, courtesty of MarkS #jira UE-52587 Change 3770597 by Sorin.Gradinaru Android WebBrowser - remove the WebBrowser plugin reference from the Engine Load the default material directly from the resources. #Android #UE4 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input [CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
);
struct FMetalShaderOutputMetaData
{
TArray<uint8> TypedBufferFormats;
uint32 InvariantBuffers = 0;
uint32 TypedBuffers = 0;
uint32 TypedUAVs = 0;
uint32 ConstantBuffers = 0;
};
// Replace the special texture "gl_LastFragData" to a native subpass fetch operation. Returns true if the input source has been modified.
static bool PatchSpecialTextureInHlslSource(std::string& SourceData, uint32* OutSubpassInputsDim, uint32 SubpassInputDimCount)
{
bool bSourceDataWasModified = false;
// Invalidate output parameter for dimension of subpass input attachemnt at slot 0 (primary slot for "gl_LastFragData").
FMemory::Memzero(OutSubpassInputsDim, sizeof(uint32) * SubpassInputDimCount);
// Check if special texture is present in the code
static const std::string GSpecialTextureLastFragData = "gl_LastFragData";
if (SourceData.find(GSpecialTextureLastFragData) != std::string::npos)
{
struct FHlslVectorType
{
std::string TypenameIdent;
std::string TypenameSuffix;
uint32 Dimension;
};
const FHlslVectorType FragDeclTypes[4] =
{
{ "float4", "RGBA", 4 },
{ "float", "R", 1 },
{ "half4", "RGBA", 4 },
{ "half", "R", 1 }
};
// Replace declaration of special texture with corresponding 'SubpassInput' declaration with respective dimension, i.e. float, float4, etc.
for (uint32 SubpassIndex = 0; SubpassIndex < SubpassInputDimCount; SubpassIndex++)
{
for (const FHlslVectorType& FragDeclType : FragDeclTypes)
{
// Try to find "Texture2D<T>" or "Texture2D< T >" (where T is the vector type), because a rewritten HLSL might have changed the formatting.
std::string LastFragDataN = GSpecialTextureLastFragData + FragDeclType.TypenameSuffix + "_" + std::to_string(SubpassIndex);
std::string FragDecl = "Texture2D<" + FragDeclType.TypenameIdent + "> " + LastFragDataN + ";";
size_t FragDeclIncludePos = SourceData.find(FragDecl);
if (FragDeclIncludePos == std::string::npos)
{
FragDecl = "Texture2D< " + FragDeclType.TypenameIdent + " > " + LastFragDataN + ";";
FragDeclIncludePos = SourceData.find(FragDecl);
}
if (FragDeclIncludePos != std::string::npos)
{
// Replace declaration of Texture2D<T> with SubpassInput<T>
SourceData.replace(
FragDeclIncludePos,
FragDecl.length(),
("[[vk::input_attachment_index(" + std::to_string(SubpassIndex) + ")]] SubpassInput<" + FragDeclType.TypenameIdent + "> " + LastFragDataN + ";")
);
OutSubpassInputsDim[SubpassIndex] = FragDeclType.Dimension;
// Replace all uses of special texture by 'SubpassLoad' operation
std::string FragLoad = LastFragDataN + ".Load(uint3(0, 0, 0), 0)";
for (size_t FragLoadIncludePos = 0; (FragLoadIncludePos = SourceData.find(FragLoad, FragLoadIncludePos)) != std::string::npos;)
{
SourceData.replace(
FragLoadIncludePos,
FragLoad.length(),
(LastFragDataN + ".SubpassLoad()")
);
}
// Mark source data as being modified
bSourceDataWasModified = true;
break;
}
}
}
}
return bSourceDataWasModified;
}
static void Patch16bitInHlslSource(const FShaderCompilerInput& Input, std::string& SourceData)
{
static const std::string TextureTypes [] = {
"Texture1D",
"Texture1DArray",
"Texture2D",
"Texture2DArray",
"Texture3D",
"TextureCube",
"TextureCubeArray",
"Buffer"
};
// half precision textures and buffers are not supported in DXC
for(uint32_t i = 0; i < UE_ARRAY_COUNT(TextureTypes); ++i)
{
const std::string & TextureTypeString = TextureTypes[i];
std::regex pattern(TextureTypeString + "<\\s?half");
SourceData = std::regex_replace(SourceData, pattern, TextureTypeString + "<float");
}
static const std::string ConstHalf = "const half";
static const std::string ConstFloat = "const float";
// Replace half in constant buffers to use float
for (const TPair<FString, FUniformBufferEntry> & Pair : Input.Environment.UniformBufferMap)
{
std::string CBufferName = std::string("cbuffer ") + TCHAR_TO_UTF8(*Pair.Key);
size_t StructPos = SourceData.find(CBufferName);
if(StructPos != std::string::npos)
{
size_t StructEndPos = SourceData.find("};", StructPos);
if(StructEndPos != std::string::npos)
{
TArray<size_t> HalfPositions;
size_t HalfPos = SourceData.find(ConstHalf, StructPos);
while(HalfPos != std::string::npos &&
HalfPos < StructEndPos)
{
HalfPositions.Add(HalfPos);
HalfPos = SourceData.find(ConstHalf, HalfPos + ConstHalf.size());
}
for(int32_t i = HalfPositions.Num()-1; i >= 0; i--)
{
SourceData.replace(HalfPositions[i], ConstHalf.size(), ConstFloat);
}
}
}
}
// Replace Globals
size_t GlobalPos = SourceData.find(std::string("\n") + ConstHalf);
while(GlobalPos != std::string::npos)
{
// Check this is a global and not an assignment
size_t LineEndPos = SourceData.find(";", GlobalPos);
size_t AssignmentPos = SourceData.find("=", GlobalPos);
if(AssignmentPos == std::string::npos || AssignmentPos > LineEndPos)
{
SourceData.replace(GlobalPos+1, ConstHalf.size(), ConstFloat);
}
GlobalPos = SourceData.find(std::string("\n") + ConstHalf, GlobalPos+ConstHalf.size());
}
}
bool DoCompileMetalShader(
const FShaderCompilerInput& Input,
FShaderCompilerOutput& Output,
const FString& WorkingDirectory,
const FString& InPreprocessedShader,
FSHAHash GUIDHash,
uint32 VersionEnum,
uint32 CCFlags,
EMetalGPUSemantics Semantics,
EMetalTypeBufferMode TypeMode,
uint32 MaxUnrollLoops,
EShaderFrequency Frequency,
bool bDumpDebugInfo,
const FString& Standard,
const FString& MinOSVersion)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
{
int32 IABTier = 0;
FString const* IABVersion = Input.Environment.GetDefinitions().Find(TEXT("METAL_INDIRECT_ARGUMENT_BUFFERS"));
if (VersionEnum >= 4 && IABVersion && IABVersion->IsNumeric())
{
LexFromString(IABTier, *(*IABVersion));
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
Output.bSucceeded = false;
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3627858 by Sorin.Gradinaru #jira UE-48948 Crash when pressing backspace on empty line Fixed: UE-48948 Backspace on empty line crashes app (virtual keyboard) UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait UE-49117 Chinese and Korean virtual keyboards don't allow native characters UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard UE-49124 Cursor in virtual keyboard and UMG don't match UE-49128 Virtual Keyboard text field doesn't appear if there is too much text UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear Change 3630732 by Sorin.Gradinaru #jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections. #3440 Cancelled the applied exposure scale for non-hdr mobile Change 3631436 by Nick.Shin HTML5 recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers #jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor Change 3632689 by Sorin.Gradinaru #jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed Change 3632769 by Adrian.Chelu #jira UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3633305 by Allan.Bentham Print out the callstack when a fatal error occurs. Change 3633510 by Chris.Babcock Remove unneeded logging #jira none Change 3634827 by Adrian.Chelu #fixed build editor buildsystem linux Change 3640610 by Adrian.Chelu #fixed Cook Win64 warnings #fixed UE4Editor Static Analysis Win64 warnings Change 3663057 by Sorin.Gradinaru UE-49301 Text in UMG controls flickers during update from Virtual Keyboard #jira UE-49301 #ue4 #android On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value) The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update) The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete. Change 3663630 by Jack.Porter Fix shader compile error on Galaxy S6 Change 3663972 by Allan.Bentham add ES3.1 framebuffer fetch. #jira UE-46251 Change 3671843 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) #jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3677675 by Sorin.Gradinaru Android Experimental Virtual Keyboard 4.18 issues #jira UE-49124 Cursor in virtual keyboard and UMG don't match #jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear #jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) #ue4 #android UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events. Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls) Change 3681555 by Adrian.Chelu UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3692020 by Sorin.Gradinaru #jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android #ue4 #4.19 #android Change 3692741 by Sorin.Gradinaru Andoid 3D WebBrowser #jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android #ue4 #android Change 3695475 by Chris.Babcock Per project Android NDK/SDK API settings #jira UEMOB-394 #ue4 #android Change 3701364 by Dmitriy.Dyomin Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28" #jira UE-50714 Change 3701664 by Jack.Porter Fix typo Change 3702355 by Cosmin.Sulea UEMOB-393 - Support "ETC 1.5" packaging #jira UEMOB-393 Change 3704950 by Chris.Babcock Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly #jira UE-50837 #ue4 #android Change 3709817 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) finally have a repo case to test this proper fix #jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3717598 by Chris.Babcock Fix Android icon paths #jira UE-51585 #ue4 #android Change 3718456 by Adrian.Chelu #fixed spelling in category localized name Change 3719643 by Nick.Shin nuke PLATFORM_HTML5_WIN32 more "old" code to remove #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code Change 3720342 by Nick.Shin HTML5 redirect logs to console window #jira UE-50747 HTML5 log is not easily accessible to users Change 3720652 by Sorin.Gradinaru UE-50382 Xcode Address Sanitizer feature does not work on iOS #jira 50382 #iOS #ue4 Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>) For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv. Change 3720654 by Sorin.Gradinaru UE-48499 Android Voice Module has a few issues #jira 48499 #Android #ue4 1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries? R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks. Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it. 2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown? R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows) 3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure? R: Fixed. 4. GetVoiceData() // Workaround for dealing with noise after stand-by while(bytes<InVoiceBufferSize) { OutVoiceBuffer[bytes++]=0; } Isn't this just a memzero? R: Fixed. 5. Missing features. Need to implement GetBufferSize and DumpState R: Added GetBufferSize. Can be used like in TestVoice.cpp DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties. Change 3722554 by Cosmin.Sulea UE-44224 - iOS - Remote Build - rsync error: files not transferred #jira UE-44224 Change 3723265 by Allan.Bentham Assign a texture format priority for ETC1a. prevents launch on from using ETC1a all the time.. Change 3729764 by Dmitriy.Dyomin Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes) Change 3729899 by Dmitriy.Dyomin Fixed tiled landcape re-import Change 3730895 by Bogdan.Vasilache UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ] #jira UEMOB-442 Change 3733463 by Chris.Babcock Return error for external texture if not used in pixel shader #jira UE-51763 #ue4 Change 3736226 by Chris.Babcock Change ExposureScale to PreExposure #jira UE-52007 #jira UE-51691 #ue4 #android Change 3740509 by Allan.Bentham Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps. #jira UE-50551 Change 3740586 by Cosmin.Sulea UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected. #jira UE-51747 Change 3741110 by Chris.Babcock Fix functional code in checks removed for shipping #ue4 Change 3741117 by Chris.Babcock Fix checkin error for check -> ensure fix #ue4 Change 3741156 by Chris.Babcock Swap order of SDK and NDK overrides in menu to match Android SDK settings #jira UE-52019 #ue4 #android Change 3741271 by Chris.Babcock Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer #jira UE-52058 #ue4 #android Change 3741464 by Chris.Babcock Add NDK and SDK platform validation (installed) for Android #jira UE-52069 #ue4 #android Change 3744602 by Josh.Adams From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer Change 3744603 by Josh.Adams From Meerkat: - Fixed a comment about debug view modes on consoles Change 3744607 by Josh.Adams From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window Change 3754890 by Chris.Babcock Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows #jira UE-52281 #ue4 Change 3755147 by Jack.Porter Fixed Google Cardboard rendering upside down on iPhone 6S+ #jira UE-38555 Change 3755458 by Cosmin.Sulea UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space #jira UE-47801 Change 3755492 by Jack.Porter Fix merge error Change 3759140 by Bogdan.Vasilache UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III #jira UE-52396 Change 3760536 by Sorin.Gradinaru UE-51262 values for pinch input produce very different results for same area on android device #jira 51262 #iOS #Android #ue4 1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over. Solved by remembering last pinch event values 2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger. Solved by using the correct values when the pinch event starts Change 3761279 by Chris.Babcock Flag vertex and fragment shaders belonging to materials with external textures #jira UE-52398 #ue4 #android Change 3761494 by Chris.Babcock Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard #jira UE-52471 #ue4 #android Change 3763146 by Jack.Porter Default assets for web browser widget #jira UE-51374 Change 3764242 by Chris.Babcock Disable Niagara vertex factories for mobile and Switch #jira UE-52425 #ue4 #mobile #switch Change 3766027 by Allan.Bentham Fix crash when no LQ volumetric lightmap data exists #jira UE-52508 Change 3766075 by Josh.Adams - Updating UDKRemote. Still needs art updated, and some some unneeded assets removed Change 3766141 by Allan.Bentham Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode. Change 3766163 by Josh.Adams - Updated icons and added a generator script when we get a new one Change 3766560 by Allan.Bentham Workaround for broken offsets with automation screenshots. #jira UE-52491 Change 3767193 by Peter.Sauerbrei remove Oculus shader from being cached force a metal shader re-compile #jira UE-52587 Change 3767604 by Peter.Sauerbrei fix the Oculusshader the right way #jira UE-52587 Change 3768543 by Sorin.Gradinaru Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored #Android #UE4 #4.19 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input Change 3663915 by Jack.Porter Prevent FTcpListener from busy polling while waiting for connections #jira UE-50125 Change 3709224 by Allan.Bentham Add android target device to gauntlet. Automation screenshot uses high res screenshot api for mobile. #jira UEMOB-360 Change 3741453 by Chris.Babcock Match the 4.18.1 fixes for shipping checks removing code (from CL3741091) #ue4 Change 3769301 by Peter.Sauerbrei fix for missing ue4_stdmetal.lib, courtesty of MarkS #jira UE-52587 Change 3770597 by Sorin.Gradinaru Android WebBrowser - remove the WebBrowser plugin reference from the Engine Load the default material directly from the resources. #Android #UE4 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input [CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
std::string MetalSource;
FString MetalErrors;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
bool const bZeroInitialise = Input.Environment.CompilerFlags.Contains(CFLAG_ZeroInitialise);
bool const bBoundsChecks = Input.Environment.CompilerFlags.Contains(CFLAG_BoundsChecking);
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3627858 by Sorin.Gradinaru #jira UE-48948 Crash when pressing backspace on empty line Fixed: UE-48948 Backspace on empty line crashes app (virtual keyboard) UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait UE-49117 Chinese and Korean virtual keyboards don't allow native characters UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard UE-49124 Cursor in virtual keyboard and UMG don't match UE-49128 Virtual Keyboard text field doesn't appear if there is too much text UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear Change 3630732 by Sorin.Gradinaru #jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections. #3440 Cancelled the applied exposure scale for non-hdr mobile Change 3631436 by Nick.Shin HTML5 recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers #jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor Change 3632689 by Sorin.Gradinaru #jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed Change 3632769 by Adrian.Chelu #jira UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3633305 by Allan.Bentham Print out the callstack when a fatal error occurs. Change 3633510 by Chris.Babcock Remove unneeded logging #jira none Change 3634827 by Adrian.Chelu #fixed build editor buildsystem linux Change 3640610 by Adrian.Chelu #fixed Cook Win64 warnings #fixed UE4Editor Static Analysis Win64 warnings Change 3663057 by Sorin.Gradinaru UE-49301 Text in UMG controls flickers during update from Virtual Keyboard #jira UE-49301 #ue4 #android On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value) The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update) The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete. Change 3663630 by Jack.Porter Fix shader compile error on Galaxy S6 Change 3663972 by Allan.Bentham add ES3.1 framebuffer fetch. #jira UE-46251 Change 3671843 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) #jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3677675 by Sorin.Gradinaru Android Experimental Virtual Keyboard 4.18 issues #jira UE-49124 Cursor in virtual keyboard and UMG don't match #jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear #jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) #ue4 #android UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events. Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls) Change 3681555 by Adrian.Chelu UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3692020 by Sorin.Gradinaru #jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android #ue4 #4.19 #android Change 3692741 by Sorin.Gradinaru Andoid 3D WebBrowser #jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android #ue4 #android Change 3695475 by Chris.Babcock Per project Android NDK/SDK API settings #jira UEMOB-394 #ue4 #android Change 3701364 by Dmitriy.Dyomin Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28" #jira UE-50714 Change 3701664 by Jack.Porter Fix typo Change 3702355 by Cosmin.Sulea UEMOB-393 - Support "ETC 1.5" packaging #jira UEMOB-393 Change 3704950 by Chris.Babcock Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly #jira UE-50837 #ue4 #android Change 3709817 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) finally have a repo case to test this proper fix #jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3717598 by Chris.Babcock Fix Android icon paths #jira UE-51585 #ue4 #android Change 3718456 by Adrian.Chelu #fixed spelling in category localized name Change 3719643 by Nick.Shin nuke PLATFORM_HTML5_WIN32 more "old" code to remove #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code Change 3720342 by Nick.Shin HTML5 redirect logs to console window #jira UE-50747 HTML5 log is not easily accessible to users Change 3720652 by Sorin.Gradinaru UE-50382 Xcode Address Sanitizer feature does not work on iOS #jira 50382 #iOS #ue4 Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>) For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv. Change 3720654 by Sorin.Gradinaru UE-48499 Android Voice Module has a few issues #jira 48499 #Android #ue4 1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries? R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks. Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it. 2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown? R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows) 3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure? R: Fixed. 4. GetVoiceData() // Workaround for dealing with noise after stand-by while(bytes<InVoiceBufferSize) { OutVoiceBuffer[bytes++]=0; } Isn't this just a memzero? R: Fixed. 5. Missing features. Need to implement GetBufferSize and DumpState R: Added GetBufferSize. Can be used like in TestVoice.cpp DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties. Change 3722554 by Cosmin.Sulea UE-44224 - iOS - Remote Build - rsync error: files not transferred #jira UE-44224 Change 3723265 by Allan.Bentham Assign a texture format priority for ETC1a. prevents launch on from using ETC1a all the time.. Change 3729764 by Dmitriy.Dyomin Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes) Change 3729899 by Dmitriy.Dyomin Fixed tiled landcape re-import Change 3730895 by Bogdan.Vasilache UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ] #jira UEMOB-442 Change 3733463 by Chris.Babcock Return error for external texture if not used in pixel shader #jira UE-51763 #ue4 Change 3736226 by Chris.Babcock Change ExposureScale to PreExposure #jira UE-52007 #jira UE-51691 #ue4 #android Change 3740509 by Allan.Bentham Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps. #jira UE-50551 Change 3740586 by Cosmin.Sulea UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected. #jira UE-51747 Change 3741110 by Chris.Babcock Fix functional code in checks removed for shipping #ue4 Change 3741117 by Chris.Babcock Fix checkin error for check -> ensure fix #ue4 Change 3741156 by Chris.Babcock Swap order of SDK and NDK overrides in menu to match Android SDK settings #jira UE-52019 #ue4 #android Change 3741271 by Chris.Babcock Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer #jira UE-52058 #ue4 #android Change 3741464 by Chris.Babcock Add NDK and SDK platform validation (installed) for Android #jira UE-52069 #ue4 #android Change 3744602 by Josh.Adams From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer Change 3744603 by Josh.Adams From Meerkat: - Fixed a comment about debug view modes on consoles Change 3744607 by Josh.Adams From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window Change 3754890 by Chris.Babcock Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows #jira UE-52281 #ue4 Change 3755147 by Jack.Porter Fixed Google Cardboard rendering upside down on iPhone 6S+ #jira UE-38555 Change 3755458 by Cosmin.Sulea UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space #jira UE-47801 Change 3755492 by Jack.Porter Fix merge error Change 3759140 by Bogdan.Vasilache UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III #jira UE-52396 Change 3760536 by Sorin.Gradinaru UE-51262 values for pinch input produce very different results for same area on android device #jira 51262 #iOS #Android #ue4 1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over. Solved by remembering last pinch event values 2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger. Solved by using the correct values when the pinch event starts Change 3761279 by Chris.Babcock Flag vertex and fragment shaders belonging to materials with external textures #jira UE-52398 #ue4 #android Change 3761494 by Chris.Babcock Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard #jira UE-52471 #ue4 #android Change 3763146 by Jack.Porter Default assets for web browser widget #jira UE-51374 Change 3764242 by Chris.Babcock Disable Niagara vertex factories for mobile and Switch #jira UE-52425 #ue4 #mobile #switch Change 3766027 by Allan.Bentham Fix crash when no LQ volumetric lightmap data exists #jira UE-52508 Change 3766075 by Josh.Adams - Updating UDKRemote. Still needs art updated, and some some unneeded assets removed Change 3766141 by Allan.Bentham Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode. Change 3766163 by Josh.Adams - Updated icons and added a generator script when we get a new one Change 3766560 by Allan.Bentham Workaround for broken offsets with automation screenshots. #jira UE-52491 Change 3767193 by Peter.Sauerbrei remove Oculus shader from being cached force a metal shader re-compile #jira UE-52587 Change 3767604 by Peter.Sauerbrei fix the Oculusshader the right way #jira UE-52587 Change 3768543 by Sorin.Gradinaru Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored #Android #UE4 #4.19 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input Change 3663915 by Jack.Porter Prevent FTcpListener from busy polling while waiting for connections #jira UE-50125 Change 3709224 by Allan.Bentham Add android target device to gauntlet. Automation screenshot uses high res screenshot api for mobile. #jira UEMOB-360 Change 3741453 by Chris.Babcock Match the 4.18.1 fixes for shipping checks removing code (from CL3741091) #ue4 Change 3769301 by Peter.Sauerbrei fix for missing ue4_stdmetal.lib, courtesty of MarkS #jira UE-52587 Change 3770597 by Sorin.Gradinaru Android WebBrowser - remove the WebBrowser plugin reference from the Engine Load the default material directly from the resources. #Android #UE4 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input [CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
bool bSwizzleSample = false;
FString const* Swizzle = Input.Environment.GetDefinitions().Find(TEXT("METAL_SWIZZLE_SAMPLES"));
if (Swizzle)
{
LexFromString(bSwizzleSample, *(*Swizzle));
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
bool bAllowFastIntriniscs = false;
FString const* FastIntrinsics = Input.Environment.GetDefinitions().Find(TEXT("METAL_USE_FAST_INTRINSICS"));
if (FastIntrinsics)
{
LexFromString(bAllowFastIntriniscs, *(*FastIntrinsics));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3627858 by Sorin.Gradinaru #jira UE-48948 Crash when pressing backspace on empty line Fixed: UE-48948 Backspace on empty line crashes app (virtual keyboard) UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait UE-49117 Chinese and Korean virtual keyboards don't allow native characters UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard UE-49124 Cursor in virtual keyboard and UMG don't match UE-49128 Virtual Keyboard text field doesn't appear if there is too much text UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear Change 3630732 by Sorin.Gradinaru #jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections. #3440 Cancelled the applied exposure scale for non-hdr mobile Change 3631436 by Nick.Shin HTML5 recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers #jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor Change 3632689 by Sorin.Gradinaru #jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed Change 3632769 by Adrian.Chelu #jira UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3633305 by Allan.Bentham Print out the callstack when a fatal error occurs. Change 3633510 by Chris.Babcock Remove unneeded logging #jira none Change 3634827 by Adrian.Chelu #fixed build editor buildsystem linux Change 3640610 by Adrian.Chelu #fixed Cook Win64 warnings #fixed UE4Editor Static Analysis Win64 warnings Change 3663057 by Sorin.Gradinaru UE-49301 Text in UMG controls flickers during update from Virtual Keyboard #jira UE-49301 #ue4 #android On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value) The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update) The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete. Change 3663630 by Jack.Porter Fix shader compile error on Galaxy S6 Change 3663972 by Allan.Bentham add ES3.1 framebuffer fetch. #jira UE-46251 Change 3671843 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) #jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3677675 by Sorin.Gradinaru Android Experimental Virtual Keyboard 4.18 issues #jira UE-49124 Cursor in virtual keyboard and UMG don't match #jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear #jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) #ue4 #android UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events. Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls) Change 3681555 by Adrian.Chelu UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3692020 by Sorin.Gradinaru #jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android #ue4 #4.19 #android Change 3692741 by Sorin.Gradinaru Andoid 3D WebBrowser #jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android #ue4 #android Change 3695475 by Chris.Babcock Per project Android NDK/SDK API settings #jira UEMOB-394 #ue4 #android Change 3701364 by Dmitriy.Dyomin Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28" #jira UE-50714 Change 3701664 by Jack.Porter Fix typo Change 3702355 by Cosmin.Sulea UEMOB-393 - Support "ETC 1.5" packaging #jira UEMOB-393 Change 3704950 by Chris.Babcock Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly #jira UE-50837 #ue4 #android Change 3709817 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) finally have a repo case to test this proper fix #jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3717598 by Chris.Babcock Fix Android icon paths #jira UE-51585 #ue4 #android Change 3718456 by Adrian.Chelu #fixed spelling in category localized name Change 3719643 by Nick.Shin nuke PLATFORM_HTML5_WIN32 more "old" code to remove #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code Change 3720342 by Nick.Shin HTML5 redirect logs to console window #jira UE-50747 HTML5 log is not easily accessible to users Change 3720652 by Sorin.Gradinaru UE-50382 Xcode Address Sanitizer feature does not work on iOS #jira 50382 #iOS #ue4 Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>) For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv. Change 3720654 by Sorin.Gradinaru UE-48499 Android Voice Module has a few issues #jira 48499 #Android #ue4 1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries? R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks. Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it. 2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown? R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows) 3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure? R: Fixed. 4. GetVoiceData() // Workaround for dealing with noise after stand-by while(bytes<InVoiceBufferSize) { OutVoiceBuffer[bytes++]=0; } Isn't this just a memzero? R: Fixed. 5. Missing features. Need to implement GetBufferSize and DumpState R: Added GetBufferSize. Can be used like in TestVoice.cpp DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties. Change 3722554 by Cosmin.Sulea UE-44224 - iOS - Remote Build - rsync error: files not transferred #jira UE-44224 Change 3723265 by Allan.Bentham Assign a texture format priority for ETC1a. prevents launch on from using ETC1a all the time.. Change 3729764 by Dmitriy.Dyomin Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes) Change 3729899 by Dmitriy.Dyomin Fixed tiled landcape re-import Change 3730895 by Bogdan.Vasilache UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ] #jira UEMOB-442 Change 3733463 by Chris.Babcock Return error for external texture if not used in pixel shader #jira UE-51763 #ue4 Change 3736226 by Chris.Babcock Change ExposureScale to PreExposure #jira UE-52007 #jira UE-51691 #ue4 #android Change 3740509 by Allan.Bentham Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps. #jira UE-50551 Change 3740586 by Cosmin.Sulea UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected. #jira UE-51747 Change 3741110 by Chris.Babcock Fix functional code in checks removed for shipping #ue4 Change 3741117 by Chris.Babcock Fix checkin error for check -> ensure fix #ue4 Change 3741156 by Chris.Babcock Swap order of SDK and NDK overrides in menu to match Android SDK settings #jira UE-52019 #ue4 #android Change 3741271 by Chris.Babcock Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer #jira UE-52058 #ue4 #android Change 3741464 by Chris.Babcock Add NDK and SDK platform validation (installed) for Android #jira UE-52069 #ue4 #android Change 3744602 by Josh.Adams From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer Change 3744603 by Josh.Adams From Meerkat: - Fixed a comment about debug view modes on consoles Change 3744607 by Josh.Adams From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window Change 3754890 by Chris.Babcock Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows #jira UE-52281 #ue4 Change 3755147 by Jack.Porter Fixed Google Cardboard rendering upside down on iPhone 6S+ #jira UE-38555 Change 3755458 by Cosmin.Sulea UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space #jira UE-47801 Change 3755492 by Jack.Porter Fix merge error Change 3759140 by Bogdan.Vasilache UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III #jira UE-52396 Change 3760536 by Sorin.Gradinaru UE-51262 values for pinch input produce very different results for same area on android device #jira 51262 #iOS #Android #ue4 1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over. Solved by remembering last pinch event values 2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger. Solved by using the correct values when the pinch event starts Change 3761279 by Chris.Babcock Flag vertex and fragment shaders belonging to materials with external textures #jira UE-52398 #ue4 #android Change 3761494 by Chris.Babcock Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard #jira UE-52471 #ue4 #android Change 3763146 by Jack.Porter Default assets for web browser widget #jira UE-51374 Change 3764242 by Chris.Babcock Disable Niagara vertex factories for mobile and Switch #jira UE-52425 #ue4 #mobile #switch Change 3766027 by Allan.Bentham Fix crash when no LQ volumetric lightmap data exists #jira UE-52508 Change 3766075 by Josh.Adams - Updating UDKRemote. Still needs art updated, and some some unneeded assets removed Change 3766141 by Allan.Bentham Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode. Change 3766163 by Josh.Adams - Updated icons and added a generator script when we get a new one Change 3766560 by Allan.Bentham Workaround for broken offsets with automation screenshots. #jira UE-52491 Change 3767193 by Peter.Sauerbrei remove Oculus shader from being cached force a metal shader re-compile #jira UE-52587 Change 3767604 by Peter.Sauerbrei fix the Oculusshader the right way #jira UE-52587 Change 3768543 by Sorin.Gradinaru Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored #Android #UE4 #4.19 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input Change 3663915 by Jack.Porter Prevent FTcpListener from busy polling while waiting for connections #jira UE-50125 Change 3709224 by Allan.Bentham Add android target device to gauntlet. Automation screenshot uses high res screenshot api for mobile. #jira UEMOB-360 Change 3741453 by Chris.Babcock Match the 4.18.1 fixes for shipping checks removing code (from CL3741091) #ue4 Change 3769301 by Peter.Sauerbrei fix for missing ue4_stdmetal.lib, courtesty of MarkS #jira UE-52587 Change 3770597 by Sorin.Gradinaru Android WebBrowser - remove the WebBrowser plugin reference from the Engine Load the default material directly from the resources. #Android #UE4 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input [CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
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
bool bForceInvariance = false;
FString const* UsingWPO = Input.Environment.GetDefinitions().Find(TEXT("USES_WORLD_POSITION_OFFSET"));
if (UsingWPO && FString("1") == *UsingWPO)
{
// WPO requires that we make all multiply/sincos instructions invariant :(
bForceInvariance = true;
}
FMetalShaderOutputMetaData OutputData;
uint32 CRCLen = 0;
uint32 CRC = 0;
uint32 SourceLen = 0;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
int32 Result = 0;
struct FMetalResourceTableEntry : FResourceTableEntry
{
FString Name;
uint32 Size;
uint32 SetIndex;
bool bUsed;
};
TMap<FString, TArray<FMetalResourceTableEntry>> IABs;
FString PreprocessedShader = InPreprocessedShader;
#if PLATFORM_MAC || PLATFORM_WINDOWS
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
{
std::string EntryPointNameAnsi(TCHAR_TO_UTF8(*Input.EntryPointName));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
CrossCompiler::FShaderConductorContext CompilerContext;
// Initialize compilation options for ShaderConductor
CrossCompiler::FShaderConductorOptions Options;
// Enable HLSL 2021 if specified
if (Input.Environment.CompilerFlags.Contains(CFLAG_HLSL2021))
{
Options.HlslVersion = 2021;
}
// Always disable FMA pass for Pixel and Compute shader,
// otherwise determine whether [[position, invariant]] qualifier is available in Metal or not.
if (Frequency == SF_Pixel || Frequency == SF_Compute)
{
Options.bEnableFMAPass = false;
}
else
{
Options.bEnableFMAPass = bForceInvariance;
}
if(!Input.Environment.FullPrecisionInPS)
{
Options.bEnable16bitTypes = true;
}
// Load shader source into compiler context
CompilerContext.LoadSource(PreprocessedShader, Input.VirtualSourceFilePath, Input.EntryPointName, Frequency);
// Rewrite HLSL source code to remove unused global resources and variables
Options.bRemoveUnusedGlobals = true;
if (!CompilerContext.RewriteHlsl(Options, &PreprocessedShader))
{
CompilerContext.FlushErrors(Output.Errors);
}
Options.bRemoveUnusedGlobals = false;
// Convert shader source to ANSI string
std::string SourceData(CompilerContext.GetSourceString(), static_cast<size_t>(CompilerContext.GetSourceLength()));
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3627858 by Sorin.Gradinaru #jira UE-48948 Crash when pressing backspace on empty line Fixed: UE-48948 Backspace on empty line crashes app (virtual keyboard) UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait UE-49117 Chinese and Korean virtual keyboards don't allow native characters UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard UE-49124 Cursor in virtual keyboard and UMG don't match UE-49128 Virtual Keyboard text field doesn't appear if there is too much text UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear Change 3630732 by Sorin.Gradinaru #jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections. #3440 Cancelled the applied exposure scale for non-hdr mobile Change 3631436 by Nick.Shin HTML5 recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers #jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor Change 3632689 by Sorin.Gradinaru #jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed Change 3632769 by Adrian.Chelu #jira UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3633305 by Allan.Bentham Print out the callstack when a fatal error occurs. Change 3633510 by Chris.Babcock Remove unneeded logging #jira none Change 3634827 by Adrian.Chelu #fixed build editor buildsystem linux Change 3640610 by Adrian.Chelu #fixed Cook Win64 warnings #fixed UE4Editor Static Analysis Win64 warnings Change 3663057 by Sorin.Gradinaru UE-49301 Text in UMG controls flickers during update from Virtual Keyboard #jira UE-49301 #ue4 #android On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value) The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update) The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete. Change 3663630 by Jack.Porter Fix shader compile error on Galaxy S6 Change 3663972 by Allan.Bentham add ES3.1 framebuffer fetch. #jira UE-46251 Change 3671843 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) #jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3677675 by Sorin.Gradinaru Android Experimental Virtual Keyboard 4.18 issues #jira UE-49124 Cursor in virtual keyboard and UMG don't match #jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear #jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) #ue4 #android UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events. Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls) Change 3681555 by Adrian.Chelu UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3692020 by Sorin.Gradinaru #jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android #ue4 #4.19 #android Change 3692741 by Sorin.Gradinaru Andoid 3D WebBrowser #jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android #ue4 #android Change 3695475 by Chris.Babcock Per project Android NDK/SDK API settings #jira UEMOB-394 #ue4 #android Change 3701364 by Dmitriy.Dyomin Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28" #jira UE-50714 Change 3701664 by Jack.Porter Fix typo Change 3702355 by Cosmin.Sulea UEMOB-393 - Support "ETC 1.5" packaging #jira UEMOB-393 Change 3704950 by Chris.Babcock Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly #jira UE-50837 #ue4 #android Change 3709817 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) finally have a repo case to test this proper fix #jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3717598 by Chris.Babcock Fix Android icon paths #jira UE-51585 #ue4 #android Change 3718456 by Adrian.Chelu #fixed spelling in category localized name Change 3719643 by Nick.Shin nuke PLATFORM_HTML5_WIN32 more "old" code to remove #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code Change 3720342 by Nick.Shin HTML5 redirect logs to console window #jira UE-50747 HTML5 log is not easily accessible to users Change 3720652 by Sorin.Gradinaru UE-50382 Xcode Address Sanitizer feature does not work on iOS #jira 50382 #iOS #ue4 Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>) For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv. Change 3720654 by Sorin.Gradinaru UE-48499 Android Voice Module has a few issues #jira 48499 #Android #ue4 1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries? R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks. Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it. 2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown? R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows) 3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure? R: Fixed. 4. GetVoiceData() // Workaround for dealing with noise after stand-by while(bytes<InVoiceBufferSize) { OutVoiceBuffer[bytes++]=0; } Isn't this just a memzero? R: Fixed. 5. Missing features. Need to implement GetBufferSize and DumpState R: Added GetBufferSize. Can be used like in TestVoice.cpp DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties. Change 3722554 by Cosmin.Sulea UE-44224 - iOS - Remote Build - rsync error: files not transferred #jira UE-44224 Change 3723265 by Allan.Bentham Assign a texture format priority for ETC1a. prevents launch on from using ETC1a all the time.. Change 3729764 by Dmitriy.Dyomin Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes) Change 3729899 by Dmitriy.Dyomin Fixed tiled landcape re-import Change 3730895 by Bogdan.Vasilache UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ] #jira UEMOB-442 Change 3733463 by Chris.Babcock Return error for external texture if not used in pixel shader #jira UE-51763 #ue4 Change 3736226 by Chris.Babcock Change ExposureScale to PreExposure #jira UE-52007 #jira UE-51691 #ue4 #android Change 3740509 by Allan.Bentham Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps. #jira UE-50551 Change 3740586 by Cosmin.Sulea UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected. #jira UE-51747 Change 3741110 by Chris.Babcock Fix functional code in checks removed for shipping #ue4 Change 3741117 by Chris.Babcock Fix checkin error for check -> ensure fix #ue4 Change 3741156 by Chris.Babcock Swap order of SDK and NDK overrides in menu to match Android SDK settings #jira UE-52019 #ue4 #android Change 3741271 by Chris.Babcock Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer #jira UE-52058 #ue4 #android Change 3741464 by Chris.Babcock Add NDK and SDK platform validation (installed) for Android #jira UE-52069 #ue4 #android Change 3744602 by Josh.Adams From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer Change 3744603 by Josh.Adams From Meerkat: - Fixed a comment about debug view modes on consoles Change 3744607 by Josh.Adams From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window Change 3754890 by Chris.Babcock Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows #jira UE-52281 #ue4 Change 3755147 by Jack.Porter Fixed Google Cardboard rendering upside down on iPhone 6S+ #jira UE-38555 Change 3755458 by Cosmin.Sulea UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space #jira UE-47801 Change 3755492 by Jack.Porter Fix merge error Change 3759140 by Bogdan.Vasilache UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III #jira UE-52396 Change 3760536 by Sorin.Gradinaru UE-51262 values for pinch input produce very different results for same area on android device #jira 51262 #iOS #Android #ue4 1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over. Solved by remembering last pinch event values 2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger. Solved by using the correct values when the pinch event starts Change 3761279 by Chris.Babcock Flag vertex and fragment shaders belonging to materials with external textures #jira UE-52398 #ue4 #android Change 3761494 by Chris.Babcock Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard #jira UE-52471 #ue4 #android Change 3763146 by Jack.Porter Default assets for web browser widget #jira UE-51374 Change 3764242 by Chris.Babcock Disable Niagara vertex factories for mobile and Switch #jira UE-52425 #ue4 #mobile #switch Change 3766027 by Allan.Bentham Fix crash when no LQ volumetric lightmap data exists #jira UE-52508 Change 3766075 by Josh.Adams - Updating UDKRemote. Still needs art updated, and some some unneeded assets removed Change 3766141 by Allan.Bentham Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode. Change 3766163 by Josh.Adams - Updated icons and added a generator script when we get a new one Change 3766560 by Allan.Bentham Workaround for broken offsets with automation screenshots. #jira UE-52491 Change 3767193 by Peter.Sauerbrei remove Oculus shader from being cached force a metal shader re-compile #jira UE-52587 Change 3767604 by Peter.Sauerbrei fix the Oculusshader the right way #jira UE-52587 Change 3768543 by Sorin.Gradinaru Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored #Android #UE4 #4.19 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input Change 3663915 by Jack.Porter Prevent FTcpListener from busy polling while waiting for connections #jira UE-50125 Change 3709224 by Allan.Bentham Add android target device to gauntlet. Automation screenshot uses high res screenshot api for mobile. #jira UEMOB-360 Change 3741453 by Chris.Babcock Match the 4.18.1 fixes for shipping checks removing code (from CL3741091) #ue4 Change 3769301 by Peter.Sauerbrei fix for missing ue4_stdmetal.lib, courtesty of MarkS #jira UE-52587 Change 3770597 by Sorin.Gradinaru Android WebBrowser - remove the WebBrowser plugin reference from the Engine Load the default material directly from the resources. #Android #UE4 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input [CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
// Replace special case texture "gl_LastFragData" by native subpass fetch operation
static const uint32 MaxMetalSubpasses = 8;
uint32 SubpassInputsDim[MaxMetalSubpasses];
bool bSourceDataWasModified = PatchSpecialTextureInHlslSource(SourceData, SubpassInputsDim, MaxMetalSubpasses);
// If using 16 bit types disable half precision in constant buffer due to errors in layout
if(Options.bEnable16bitTypes)
{
Patch16bitInHlslSource(Input, SourceData);
bSourceDataWasModified = true;
}
// If source data was modified, reload it into the compiler context
if (bSourceDataWasModified)
{
CompilerContext.LoadSource(SourceData.c_str(), /*Fileanme:*/ nullptr, /*EntryPoint:*/ nullptr, Frequency);
}
if (bDumpDebugInfo)
{
DumpDebugShaderText(Input, &SourceData[0], SourceData.size(), TEXT("rewritten.hlsl"));
}
CrossCompiler::FHlslccHeaderWriter CCHeaderWriter;
FString ALNString;
uint32 IABOffsetIndex = 0;
uint64 BufferIndices = 0xffffffffffffffff;
// Compile HLSL source to SPIR-V binary
TArray<uint32> SpirvData;
if (CompilerContext.CompileHlslToSpirv(Options, SpirvData))
{
Result = 1;
// Dump SPIRV module before code reflection so we can analyse the dumped output as early as possible (in case of issues in SPIRV-Reflect)
if (bDumpDebugInfo)
{
DumpDebugShaderBinary(Input, SpirvData.GetData(), SpirvData.Num() * sizeof(uint32), TEXT("spv"));
DumpDebugShaderDisassembledSpirv(Input, SpirvData.GetData(), SpirvData.Num() * sizeof(uint32), TEXT("spvasm"));
}
// Now perform reflection on the SPIRV and tweak any decorations that we need to.
// This used to be done via JSON, but that was slow and alloc happy so use SPIRV-Reflect instead.
spv_reflect::ShaderModule Reflection(SpirvData.Num() * sizeof(uint32), SpirvData.GetData());
check(Reflection.GetResult() == SPV_REFLECT_RESULT_SUCCESS);
SpvReflectResult SPVRResult = SPV_REFLECT_RESULT_NOT_READY;
uint32 Count = 0;
FSpirvReflectBindings ReflectionBindings;
TArray<SpvReflectDescriptorBinding*> Bindings;
TArray<SpvReflectBlockVariable*> ConstantBindings;
TArray<SpvReflectExecutionMode*> ExecutionModes;
uint8 UAVIndices = 0xff;
uint64 TextureIndices = 0xffffffffffffffff;
uint64 SamplerIndices = 0xffffffffffffffff;
TArray<FString> TableNames;
TMap<FString, FMetalResourceTableEntry> ResourceTable;
if (IABTier >= 1)
{
for (auto Pair : Input.Environment.UniformBufferMap)
{
TableNames.Add(*Pair.Key);
}
for (auto Pair : Input.Environment.ResourceTableMap)
{
const FResourceTableEntry& Entry = Pair.Value;
TArray<FMetalResourceTableEntry>& Resources = IABs.FindOrAdd(Entry.UniformBufferName);
if ((uint32)Resources.Num() <= Entry.ResourceIndex)
{
Resources.SetNum(Entry.ResourceIndex + 1);
}
FMetalResourceTableEntry NewEntry;
NewEntry.UniformBufferName = Entry.UniformBufferName;
NewEntry.Type = Entry.Type;
NewEntry.ResourceIndex = Entry.ResourceIndex;
NewEntry.Name = Pair.Key;
NewEntry.Size = 1;
NewEntry.bUsed = false;
Resources[Entry.ResourceIndex] = NewEntry;
}
for (uint32 i = 0; i < (uint32)TableNames.Num(); )
{
if (!IABs.Contains(TableNames[i]))
{
TableNames.RemoveAt(i);
}
else
{
i++;
}
}
for (auto Pair : IABs)
{
uint32 Index = 0;
for (uint32 i = 0; i < (uint32)Pair.Value.Num(); i++)
{
FMetalResourceTableEntry& Entry = Pair.Value[i];
switch(Entry.Type)
{
case UBMT_UAV:
case UBMT_RDG_TEXTURE_UAV:
case UBMT_RDG_BUFFER_UAV:
Entry.ResourceIndex = Index;
Entry.Size = 1;
Index += 2;
break;
default:
Entry.ResourceIndex = Index;
Index++;
break;
}
for (uint32 j = 0; j < (uint32)TableNames.Num(); j++)
{
if (Entry.UniformBufferName == TableNames[j])
{
Entry.SetIndex = j;
break;
}
}
ResourceTable.Add(Entry.Name, Entry);
}
}
}
{
Count = 0;
SPVRResult = Reflection.EnumerateExecutionModes(&Count, nullptr);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
ExecutionModes.SetNum(Count);
SPVRResult = Reflection.EnumerateExecutionModes(&Count, ExecutionModes.GetData());
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
for (uint32 i = 0; i < Count; i++)
{
auto* Mode = ExecutionModes[i];
switch (Mode->mode) {
case SpvExecutionModeLocalSize:
case SpvExecutionModeLocalSizeHint:
if (Frequency == SF_Compute)
{
check(Mode->operands_count == 3);
CCHeaderWriter.WriteNumThreads(Mode->operands[0], Mode->operands[1], Mode->operands[2]);
}
break;
default:
break;
}
}
}
Count = 0;
SPVRResult = Reflection.EnumerateDescriptorBindings(&Count, nullptr);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
Bindings.SetNum(Count);
SPVRResult = Reflection.EnumerateDescriptorBindings(&Count, Bindings.GetData());
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
if (Count > 0)
{
TArray<SpvReflectDescriptorBinding*> ResourceBindings;
TArray<SpvReflectDescriptorBinding*> ArgumentBindings;
TSet<FString> UsedSets;
// Extract all the bindings first so that we process them in order - this lets us assign UAVs before other resources
// Which is necessary to match the D3D binding scheme.
for (SpvReflectDescriptorBinding* Binding : Bindings)
{
if (Binding->resource_type != SPV_REFLECT_RESOURCE_FLAG_CBV && ResourceTable.Contains(UTF8_TO_TCHAR(Binding->name)))
{
ResourceBindings.Add(Binding);
FMetalResourceTableEntry Entry = ResourceTable.FindRef(UTF8_TO_TCHAR(Binding->name));
UsedSets.Add(Entry.UniformBufferName);
continue;
}
// Add descriptor binding to argument bindings if it's a constant buffer with a name from 'TableNames'. Otherwise, add to common binding container.
if (Binding->resource_type == SPV_REFLECT_RESOURCE_FLAG_CBV && Binding->accessed && TableNames.Contains(UTF8_TO_TCHAR(Binding->name)))
{
check(Binding->descriptor_type == SPV_REFLECT_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
ArgumentBindings.Add(Binding);
}
else
{
ReflectionBindings.AddDescriptorBinding(Binding);
}
}
for (uint32 i = 0; i < (uint32)TableNames.Num(); )
{
if (UsedSets.Contains(TableNames[i]))
{
IABs.FindChecked(TableNames[i])[0].SetIndex = i;
i++;
}
else
{
IABs.Remove(TableNames[i]);
TableNames.RemoveAt(i);
}
}
for (uint32 i = 0; i < (uint32)ArgumentBindings.Num(); )
{
FString Name = UTF8_TO_TCHAR(ArgumentBindings[i]->name);
if (TableNames.Contains(Name))
{
auto* ResourceArray = IABs.Find(Name);
auto const& LastResource = ResourceArray->Last();
uint32 ResIndex = LastResource.ResourceIndex + LastResource.Size;
uint32 SetIndex = SPV_REFLECT_SET_NUMBER_DONT_CHANGE;
for (uint32 j = 0; j < (uint32)TableNames.Num(); j++)
{
if (Name == TableNames[j])
{
SetIndex = j;
break;
}
}
FMetalResourceTableEntry Entry;
Entry.UniformBufferName = LastResource.UniformBufferName;
Entry.Name = Name;
Entry.ResourceIndex = ResIndex;
Entry.SetIndex = SetIndex;
Entry.bUsed = true;
ResourceArray->Add(Entry);
ResourceTable.Add(Name, Entry);
ResourceBindings.Add(ArgumentBindings[i]);
i++;
}
else
{
ReflectionBindings.UniformBuffers.Add(ArgumentBindings[i]);
ArgumentBindings.RemoveAt(i);
}
}
const uint32 GlobalSetId = 32;
for (auto const& Binding : ReflectionBindings.TBufferUAVs)
{
check(UAVIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(UAVIndices);
// UAVs always claim all slots so we don't have conflicts as D3D expects 0-7
BufferIndices &= ~(1ull << (uint64)Index);
TextureIndices &= ~(1ull << (uint64)Index);
UAVIndices &= ~(1 << Index);
OutputData.TypedUAVs |= (1 << Index);
OutputData.TypedBuffers |= (1 << Index);
CCHeaderWriter.WriteUAV(UTF8_TO_TCHAR(Binding->name), Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
for (auto const& Binding : ReflectionBindings.SBufferUAVs)
{
check(UAVIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(UAVIndices);
// UAVs always claim all slots so we don't have conflicts as D3D expects 0-7
BufferIndices &= ~(1ull << (uint64)Index);
TextureIndices &= ~(1ull << (uint64)Index);
UAVIndices &= ~(1 << Index);
OutputData.InvariantBuffers |= (1 << Index);
CCHeaderWriter.WriteUAV(UTF8_TO_TCHAR(Binding->name), Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
for (auto const& Binding : ReflectionBindings.TextureUAVs)
{
check(UAVIndices);
uint32 Index = FPlatformMath::CountTrailingZeros(UAVIndices);
// UAVs always claim all slots so we don't have conflicts as D3D expects 0-7
// For texture2d this allows us to emulate atomics with buffers
BufferIndices &= ~(1ull << (uint64)Index);
TextureIndices &= ~(1ull << (uint64)Index);
UAVIndices &= ~(1 << Index);
CCHeaderWriter.WriteUAV(UTF8_TO_TCHAR(Binding->name), Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
IABOffsetIndex = FPlatformMath::CountTrailingZeros64(BufferIndices);
TMap<FString, uint32> IABTier1Index;
if (IABTier == 1)
{
for (auto const& Binding : ResourceBindings)
{
FMetalResourceTableEntry* Entry = ResourceTable.Find(UTF8_TO_TCHAR(Binding->name));
auto* ResourceArray = IABs.Find(Entry->UniformBufferName);
if (!IABTier1Index.Contains(Entry->UniformBufferName))
{
IABTier1Index.Add(Entry->UniformBufferName, 0);
}
if (Binding->descriptor_type == SPV_REFLECT_DESCRIPTOR_TYPE_STORAGE_BUFFER)
{
bool bFoundBufferSizes = false;
for (auto& Resource : *ResourceArray)
{
if (Resource.ResourceIndex == 65535)
{
bFoundBufferSizes = true;
break;
}
}
if (!bFoundBufferSizes)
{
FMetalResourceTableEntry BufferSizes;
BufferSizes.UniformBufferName = Entry->UniformBufferName;
BufferSizes.Name = TEXT("BufferSizes");
BufferSizes.Type = UBMT_SRV;
BufferSizes.ResourceIndex = 65535;
BufferSizes.SetIndex = Entry->SetIndex;
BufferSizes.Size = 1;
BufferSizes.bUsed = true;
ResourceArray->Insert(BufferSizes, 0);
IABTier1Index[Entry->UniformBufferName] = 1;
}
}
}
}
for (auto const& Binding : ResourceBindings)
{
FMetalResourceTableEntry* Entry = ResourceTable.Find(UTF8_TO_TCHAR(Binding->name));
for (uint32 j = 0; j < (uint32)TableNames.Num(); j++)
{
if (Entry->UniformBufferName == TableNames[j])
{
Entry->SetIndex = j;
BufferIndices &= ~(1ull << ((uint64)j + IABOffsetIndex));
TextureIndices &= ~(1ull << ((uint64)j + IABOffsetIndex));
break;
}
}
Entry->bUsed = true;
auto* ResourceArray = IABs.Find(Entry->UniformBufferName);
uint32 ResourceIndex = Entry->ResourceIndex;
if (IABTier == 1)
{
for (auto& Resource : *ResourceArray)
{
Resource.SetIndex = Entry->SetIndex;
if (Resource.ResourceIndex == Entry->ResourceIndex)
{
uint32& Tier1Index = IABTier1Index.FindChecked(Entry->UniformBufferName);
ResourceIndex = Tier1Index++;
Resource.bUsed = true;
break;
}
}
if (Entry->ResourceIndex != 65535)
{
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, ResourceIndex, Entry->SetIndex);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
}
else
{
for (auto& Resource : *ResourceArray)
{
if (Resource.Name == Entry->Name)
{
Resource.SetIndex = Entry->SetIndex;
Resource.bUsed = true;
break;
}
}
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Entry->ResourceIndex + 1, Entry->SetIndex);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
}
for (auto const& Pair : IABs)
{
FString Name = Pair.Key;
auto const& ResourceArray = Pair.Value;
uint32 SetIndex = ResourceArray[0].SetIndex + IABOffsetIndex;
TArray<uint32> IndirectArgumentBufferIndices;
IndirectArgumentBufferIndices.Reserve(ResourceArray.Num());
for (auto const& Resource : ResourceArray)
{
if (Resource.bUsed)
{
IndirectArgumentBufferIndices.Add((Resource.ResourceIndex == 65535 ? 0 : Resource.ResourceIndex + 1));
}
}
CCHeaderWriter.WriteArgumentBuffers(SetIndex, IndirectArgumentBufferIndices);
CCHeaderWriter.WriteUniformBlock(*Name, SetIndex);
}
for (auto const& Binding : ReflectionBindings.SBufferSRVs)
{
check(BufferIndices);
uint32 Index = FPlatformMath::CountTrailingZeros64(BufferIndices);
BufferIndices &= ~(1ull << (uint64)Index);
OutputData.InvariantBuffers |= (1 << Index);
CCHeaderWriter.WriteSRV(UTF8_TO_TCHAR(Binding->name), Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
for (auto const& Binding : ReflectionBindings.UniformBuffers)
{
check(BufferIndices);
uint32 Index = FPlatformMath::CountTrailingZeros64(BufferIndices);
BufferIndices &= ~(1ull << (uint64)Index);
OutputData.ConstantBuffers |= (1 << Index);
// Global uniform buffer - handled specially as we care about the internal layout
if (strstr(Binding->name, "$Globals"))
{
TCBDMARangeMap CBRanges;
CCHeaderWriter.WritePackedUB(Index);
FString MbrString;
for (uint32 i = 0; i < Binding->block.member_count; i++)
{
SpvReflectBlockVariable& member = Binding->block.members[i];
CCHeaderWriter.WritePackedUBField(UTF8_TO_TCHAR(member.name), member.absolute_offset, member.size);
const uint32 MbrOffset = member.absolute_offset / sizeof(float);
const uint32 MbrSize = member.size / sizeof(float);
unsigned DestCBPrecision = TEXT('h');
unsigned SourceOffset = MbrOffset;
unsigned DestOffset = MbrOffset;
unsigned DestSize = MbrSize;
unsigned DestCBIndex = 0;
InsertRange(CBRanges, Index, SourceOffset, DestSize, DestCBIndex, DestCBPrecision, DestOffset);
}
for (auto Iter = CBRanges.begin(); Iter != CBRanges.end(); ++Iter)
{
TDMARangeList& List = Iter->second;
for (auto IterList = List.begin(); IterList != List.end(); ++IterList)
{
check(IterList->DestCBIndex == 0);
CCHeaderWriter.WritePackedUBGlobalCopy(IterList->SourceCB, IterList->SourceOffset, IterList->DestCBIndex, IterList->DestCBPrecision, IterList->DestOffset, IterList->Size);
}
}
}
else
{
// Regular uniform buffer - we only care about the binding index
CCHeaderWriter.WriteUniformBlock(UTF8_TO_TCHAR(Binding->name), Index);
}
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
for (auto const& Binding : ReflectionBindings.TBufferSRVs)
{
check(TextureIndices);
uint32 Index = FPlatformMath::CountTrailingZeros64(TextureIndices);
TextureIndices &= ~(1ull << uint64(Index));
OutputData.TypedBuffers |= (1 << Index);
CCHeaderWriter.WriteSRV(UTF8_TO_TCHAR(Binding->name), Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
for (auto const& Binding : ReflectionBindings.TextureSRVs)
{
check(TextureIndices);
uint32 Index = FPlatformMath::CountTrailingZeros64(TextureIndices);
TextureIndices &= ~(1ull << uint64(Index));
CCHeaderWriter.WriteSRV(UTF8_TO_TCHAR(Binding->name), Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
for (auto const& Binding : ReflectionBindings.Samplers)
{
check(SamplerIndices);
uint32 Index = FPlatformMath::CountTrailingZeros64(SamplerIndices);
SamplerIndices &= ~(1ull << (uint64)Index);
CCHeaderWriter.WriteSamplerState(UTF8_TO_TCHAR(Binding->name), Index);
SPVRResult = Reflection.ChangeDescriptorBindingNumbers(Binding, Index, GlobalSetId);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
}
if (Frequency == SF_Pixel)
{
ReflectionBindings.GatherOutputAttributes(Reflection);
for (auto const& Var : ReflectionBindings.OutputAttributes)
{
if (Var->storage_class == SpvStorageClassOutput && Var->built_in == -1 && strstr(Var->name, "SV_Target"))
{
FString TypeQualifier;
auto const type = *Var->type_description;
uint32_t masked_type = type.type_flags & 0xF;
switch (masked_type) {
default: checkf(false, TEXT("unsupported component type %d"), masked_type); break;
case SPV_REFLECT_TYPE_FLAG_BOOL : TypeQualifier = TEXT("b"); break;
case SPV_REFLECT_TYPE_FLAG_INT : TypeQualifier = (type.traits.numeric.scalar.signedness ? TEXT("i") : TEXT("u")); break;
case SPV_REFLECT_TYPE_FLAG_FLOAT : TypeQualifier = (type.traits.numeric.scalar.width == 32 ? TEXT("f") : TEXT("h")); break;
}
if (type.type_flags & SPV_REFLECT_TYPE_FLAG_MATRIX)
{
TypeQualifier += FString::Printf(TEXT("%d%d"), type.traits.numeric.matrix.row_count, type.traits.numeric.matrix.column_count);
}
else if (type.type_flags & SPV_REFLECT_TYPE_FLAG_VECTOR)
{
TypeQualifier += FString::Printf(TEXT("%d"), type.traits.numeric.vector.component_count);
}
else
{
TypeQualifier += TEXT("1");
}
CCHeaderWriter.WriteOutputAttribute(TEXT("SV_Target"), *TypeQualifier, Var->location, /*bLocationPrefix:*/ false, /*bLocationSuffix:*/ true);
}
}
}
if (Frequency == SF_Vertex)
{
uint32 AssignedInputs = 0;
ReflectionBindings.GatherInputAttributes(Reflection);
for (auto const& Var : ReflectionBindings.InputAttributes)
{
if (Var->storage_class == SpvStorageClassInput && Var->built_in == -1)
{
unsigned Location = Var->location;
unsigned SemanticIndex = Location;
check(Var->semantic);
unsigned i = (unsigned)strlen(Var->semantic);
check(i);
while (isdigit((unsigned char)(Var->semantic[i-1])))
{
i--;
}
if (i < strlen(Var->semantic))
{
SemanticIndex = (unsigned)atoi(Var->semantic + i);
if (Location != SemanticIndex)
{
Location = SemanticIndex;
}
}
while ((1 << Location) & AssignedInputs)
{
Location++;
}
if (Location != Var->location)
{
SPVRResult = Reflection.ChangeInputVariableLocation(Var, Location);
check(SPVRResult == SPV_REFLECT_RESULT_SUCCESS);
}
uint32 ArrayCount = 1;
for (uint32 Dim = 0; Dim < Var->array.dims_count; Dim++)
{
ArrayCount *= Var->array.dims[Dim];
}
FString TypeQualifier;
auto const type = *Var->type_description;
uint32_t masked_type = type.type_flags & 0xF;
switch (masked_type) {
default: checkf(false, TEXT("unsupported component type %d"), masked_type); break;
case SPV_REFLECT_TYPE_FLAG_BOOL : TypeQualifier = TEXT("b"); break;
case SPV_REFLECT_TYPE_FLAG_INT : TypeQualifier = (type.traits.numeric.scalar.signedness ? TEXT("i") : TEXT("u")); break;
case SPV_REFLECT_TYPE_FLAG_FLOAT : TypeQualifier = (type.traits.numeric.scalar.width == 32 ? TEXT("f") : TEXT("h")); break;
}
if (type.type_flags & SPV_REFLECT_TYPE_FLAG_MATRIX)
{
TypeQualifier += FString::Printf(TEXT("%d%d"), type.traits.numeric.matrix.row_count, type.traits.numeric.matrix.column_count);
}
else if (type.type_flags & SPV_REFLECT_TYPE_FLAG_VECTOR)
{
TypeQualifier += FString::Printf(TEXT("%d"), type.traits.numeric.vector.component_count);
}
else
{
TypeQualifier += TEXT("1");
}
for (uint32 j = 0; j < ArrayCount; j++)
{
AssignedInputs |= (1 << (Location + j));
CCHeaderWriter.WriteInputAttribute(TEXT("in_ATTRIBUTE"), *TypeQualifier, (Location + j), /*bLocationPrefix:*/ false, /*bLocationSuffix:*/ true);
}
}
}
}
// Copy reflection code back to SPIR-V buffer
SpirvData = TArray<uint32>(Reflection.GetCode(), Reflection.GetCodeSize() / sizeof(uint32));
}
uint32 SideTableIndex = 0;
CrossCompiler::FShaderConductorTarget TargetDesc;
if (Result)
{
SideTableIndex = FPlatformMath::CountTrailingZeros64(BufferIndices);
BufferIndices &= ~(1ull << (uint64)SideTableIndex);
TargetDesc.CompileFlags.SetDefine(TEXT("texel_buffer_texture_width"), 0);
TargetDesc.CompileFlags.SetDefine(TEXT("enforce_storge_buffer_bounds"), 1);
TargetDesc.CompileFlags.SetDefine(TEXT("buffer_size_buffer_index"), SideTableIndex);
TargetDesc.CompileFlags.SetDefine(TEXT("invariant_float_math"), Options.bEnableFMAPass ? 1 : 0);
TargetDesc.CompileFlags.SetDefine(TEXT("enable_decoration_binding"), 1);
switch (Semantics)
{
case EMetalGPUSemanticsImmediateDesktop:
TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Metal_macOS;
break;
case EMetalGPUSemanticsTBDRDesktop:
TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Metal_iOS;
TargetDesc.CompileFlags.SetDefine(TEXT("ios_support_base_vertex_instance"), 1);
TargetDesc.CompileFlags.SetDefine(TEXT("use_framebuffer_fetch_subpasses"), 1);
TargetDesc.CompileFlags.SetDefine(TEXT("emulate_cube_array"), 1);
break;
case EMetalGPUSemanticsMobile:
default:
TargetDesc.Language = CrossCompiler::EShaderConductorLanguage::Metal_iOS;
TargetDesc.CompileFlags.SetDefine(TEXT("use_framebuffer_fetch_subpasses"), 1);
TargetDesc.CompileFlags.SetDefine(TEXT("emulate_cube_array"), 1);
TargetDesc.CompileFlags.SetDefine(TEXT("ios_support_base_vertex_instance"), 1);
break;
}
static const TCHAR* subpass_input_dimension_names[] =
{
TEXT("subpass_input_dimension0"),
TEXT("subpass_input_dimension1"),
TEXT("subpass_input_dimension2"),
TEXT("subpass_input_dimension3"),
TEXT("subpass_input_dimension4"),
TEXT("subpass_input_dimension5"),
TEXT("subpass_input_dimension6"),
TEXT("subpass_input_dimension7")
};
for (uint32 SubpassIndex = 0; SubpassIndex < MaxMetalSubpasses; SubpassIndex++)
{
uint32 SubpassInputDim = SubpassInputsDim[SubpassIndex];
if (SubpassInputDim >= 1 && SubpassInputDim <= 4)
{
// If a dimension for the subpass input attachment at binding slot 0 was determined,
// forward this dimension to SPIRV-Cross because SPIR-V doesn't support a dimension for OpTypeImage instruction with SubpassData
TargetDesc.CompileFlags.SetDefine(subpass_input_dimension_names[SubpassIndex], SubpassInputDim);
}
}
if (IABTier >= 1)
{
TargetDesc.CompileFlags.SetDefine(TEXT("argument_buffers"), 1);
TargetDesc.CompileFlags.SetDefine(TEXT("argument_buffer_offset"), IABOffsetIndex);
}
TargetDesc.CompileFlags.SetDefine(TEXT("texture_buffer_native"), 1);
switch (VersionEnum)
{
case 7:
{
TargetDesc.Version = 20400;
break;
}
case 6:
{
TargetDesc.Version = 20300;
break;
}
case 5:
{
TargetDesc.Version = 20200;
break;
}
default:
{
UE_LOG(LogShaders, Warning, TEXT("Metal Shader Version Unsupported, switching to default 2.2"));
TargetDesc.Version = 20200;
break;
}
}
}
// Convert SPIR-V binary to Metal source
std::string ResultsTargetDataAsString;
bool bMetalSourceCompileSucceeded = false;
if (Result)
{
bMetalSourceCompileSucceeded = CompilerContext.CompileSpirvToSourceBuffer(
Options, TargetDesc, SpirvData.GetData(), SpirvData.Num() * sizeof(uint32),
[&ResultsTargetDataAsString](const void* Data, uint32 Size)
{
ResultsTargetDataAsString = std::string(reinterpret_cast<const ANSICHAR*>(Data), Size);
}
);
}
if (!bMetalSourceCompileSucceeded)
{
// Compilation failed.
Result = 0;
}
else
{
if (FCStringAnsi::Strstr(ResultsTargetDataAsString.c_str(), "spvBufferSizeConstants"))
{
CCHeaderWriter.WriteSideTable(TEXT("spvBufferSizeConstants"), SideTableIndex);
}
CCHeaderWriter.WriteSourceInfo(*Input.GetSourceFilename(), *Input.EntryPointName, *Input.DebugGroupName);
CCHeaderWriter.WriteCompilerInfo();
FString MetaData = CCHeaderWriter.ToString();
MetaData += TEXT("\n\n");
if (ALNString.Len())
{
MetaData += TEXT("// Attributes: ");
MetaData += ALNString;
MetaData += TEXT("\n\n");
}
MetalSource = TCHAR_TO_UTF8(*MetaData);
MetalSource += ResultsTargetDataAsString;
if (Options.bEnableFMAPass)
{
std::string FMADefine = std::string("\n"
"template<typename T>\n"
"static inline __attribute__((always_inline))\n"
"T ue_cross(T x, T y)\n"
"{\n"
" metal::float3 fx = metal::float3(x);\n"
" metal::float3 fy = metal::float3(y);\n"
" return T(metal::fma(fx[1], fy[2], -metal::fma(fy[1], fx[2], 0.0)), metal::fma(fx[2], fy[0], -metal::fma(fy[2], fx[0], 0.0)), metal::fma(fx[0], fy[1], -metal::fma(fy[0], fx[1], 0.0)));\n"
"}\n"
"#define cross ue_cross\n\n"
"using namespace metal;"
);
std::string IncludeString = "using namespace metal;";
size_t IncludePos = MetalSource.find(IncludeString);
if (IncludePos != std::string::npos)
MetalSource.replace(IncludePos, IncludeString.length(), FMADefine);
}
CRCLen = MetalSource.length();
CRC = FCrc::MemCrc_DEPRECATED(MetalSource.c_str(), CRCLen);
ANSICHAR MainCRC[25];
int32 NewLen = FCStringAnsi::Snprintf(MainCRC, 25, "Main_%0.8x_%0.8x(", CRCLen, CRC);
std::string MainEntryPoint = EntryPointNameAnsi + "(";
size_t Pos;
do
{
Pos = MetalSource.find(MainEntryPoint);
if (Pos != std::string::npos)
MetalSource.replace(Pos, MainEntryPoint.length(), MainCRC);
} while(Pos != std::string::npos);
}
// Version 6 means Tier 2 IABs for now.
if (IABTier >= 2)
{
char BufferIdx[3];
for (auto& IAB : IABs)
{
uint32 Index = IAB.Value[0].SetIndex;
FMemory::Memzero(BufferIdx);
FCStringAnsi::Snprintf(BufferIdx, 3, "%d", Index);
std::string find_str = "struct spvDescriptorSetBuffer";
find_str += BufferIdx;
size_t Pos = MetalSource.find(find_str);
if (Pos != std::string::npos)
{
size_t StartPos = MetalSource.find("{", Pos);
size_t EndPos = MetalSource.find("}", StartPos);
std::string IABName(TCHAR_TO_UTF8(*IAB.Key));
size_t UBPos = MetalSource.find("constant type_" + IABName + "*");
std::string Declaration = find_str + "\n{\n\tconstant uint* spvBufferSizeConstants [[id(0)]];\n";
for (FMetalResourceTableEntry& Entry : IAB.Value)
{
std::string EntryString;
std::string Name(TCHAR_TO_UTF8(*Entry.Name));
switch(Entry.Type)
{
case UBMT_TEXTURE:
case UBMT_RDG_TEXTURE:
case UBMT_RDG_TEXTURE_SRV:
case UBMT_SRV:
case UBMT_SAMPLER:
case UBMT_RDG_BUFFER_SRV:
case UBMT_UAV:
case UBMT_RDG_TEXTURE_UAV:
case UBMT_RDG_BUFFER_UAV:
{
size_t EntryPos = MetalSource.find(Name + " [[id(");
if (EntryPos != std::string::npos)
{
while(MetalSource[--EntryPos] != '\n') {}
while(MetalSource[++EntryPos] != '\n')
{
EntryString += MetalSource[EntryPos];
}
EntryString += "\n";
}
else
{
switch(Entry.Type)
{
case UBMT_TEXTURE:
case UBMT_RDG_TEXTURE:
case UBMT_RDG_TEXTURE_SRV:
case UBMT_SRV:
{
std::string typeName = "texture_buffer<float, access::read>";
int32 NameIndex = PreprocessedShader.Find(Entry.Name + ";");
int32 DeclIndex = NameIndex;
if (DeclIndex > 0)
{
while(PreprocessedShader[--DeclIndex] != TEXT('\n')) {}
FString Decl = PreprocessedShader.Mid(DeclIndex, NameIndex - DeclIndex);
TCHAR const* Types[] = { TEXT("ByteAddressBuffer<"), TEXT("StructuredBuffer<"), TEXT("Buffer<"), TEXT("Texture2DArray"), TEXT("TextureCubeArray"), TEXT("Texture2D"), TEXT("Texture3D"), TEXT("TextureCube") };
char const* NewTypes[] = { "device void*", "device void*", "texture_buffer<float, access::read>", "texture2d_array<float>", "texturecube_array<float>", "texture2d<float>", "texture3d<float>", "texturecube<float>" };
for (uint32 i = 0; i < 8; i++)
{
if (Decl.Contains(Types[i]))
{
typeName = NewTypes[i];
break;
}
}
}
FCStringAnsi::Snprintf(BufferIdx, 3, "%d", Entry.ResourceIndex + 1);
EntryString = "\t";
EntryString += typeName;
EntryString += " ";
EntryString += Name;
EntryString += " [[id(";
EntryString += BufferIdx;
EntryString += ")]];\n";
break;
}
case UBMT_SAMPLER:
{
FCStringAnsi::Snprintf(BufferIdx, 3, "%d", Entry.ResourceIndex + 1);
EntryString = "\tsampler ";
EntryString += Name;
EntryString += " [[id(";
EntryString += BufferIdx;
EntryString += ")]];\n";
break;
}
case UBMT_RDG_BUFFER_SRV:
{
FCStringAnsi::Snprintf(BufferIdx, 3, "%d", Entry.ResourceIndex + 1);
EntryString = "\tdevice void* ";
EntryString += Name;
EntryString += " [[id(";
EntryString += BufferIdx;
EntryString += ")]];\n";
break;
}
case UBMT_UAV:
case UBMT_RDG_TEXTURE_UAV:
{
std::string typeName = "texture_buffer<float, access::read_write>";
int32 NameIndex = PreprocessedShader.Find(Entry.Name + ";");
int32 DeclIndex = NameIndex;
if (DeclIndex > 0)
{
while(PreprocessedShader[--DeclIndex] != TEXT('\n')) {}
FString Decl = PreprocessedShader.Mid(DeclIndex, NameIndex - DeclIndex);
TCHAR const* Types[] = { TEXT("ByteAddressBuffer<"), TEXT("StructuredBuffer<"), TEXT("Buffer<"), TEXT("Texture2DArray"), TEXT("TextureCubeArray"), TEXT("Texture2D"), TEXT("Texture3D"), TEXT("TextureCube") };
char const* NewTypes[] = { "device void*", "device void*", "texture_buffer<float, access::read_write>", "texture2d_array<float, access::read_write>", "texturecube_array<float, access::read_write>", "texture2d<float, access::read_write>", "texture3d<float, access::read_write>", "texturecube<float, access::read_write>" };
for (uint32 i = 0; i < 8; i++)
{
if (Decl.Contains(Types[i]))
{
typeName = NewTypes[i];
break;
}
}
}
FCStringAnsi::Snprintf(BufferIdx, 3, "%d", Entry.ResourceIndex + 1);
EntryString = "\t";
EntryString += typeName;
EntryString += " ";
EntryString += Name;
EntryString += " [[id(";
EntryString += BufferIdx;
EntryString += ")]];\n";
FCStringAnsi::Snprintf(BufferIdx, 3, "%d", Entry.ResourceIndex + 2);
EntryString = "\tdevice void* ";
EntryString += Name;
EntryString += "_atomic [[id(";
EntryString += BufferIdx;
EntryString += ")]];\n";
break;
}
case UBMT_RDG_BUFFER_UAV:
{
FCStringAnsi::Snprintf(BufferIdx, 3, "%d", Entry.ResourceIndex + 1);
EntryString = "\ttexture_buffer<float, access::read_write> ";
EntryString += Name;
EntryString += " [[id(";
EntryString += BufferIdx;
EntryString += ")]];\n";
FCStringAnsi::Snprintf(BufferIdx, 3, "%d", Entry.ResourceIndex + 2);
EntryString = "\tdevice void* ";
EntryString += Name;
EntryString += "_atomic [[id(";
EntryString += BufferIdx;
EntryString += ")]];\n";
break;
}
default:
break;
}
}
Declaration += EntryString;
break;
}
default:
{
break;
}
}
}
if (UBPos < EndPos)
{
size_t UBEnd = MetalSource.find(";", UBPos);
std::string UBStr = MetalSource.substr(UBPos, (UBEnd - UBPos));
Declaration += "\t";
Declaration += UBStr;
Declaration += ";\n";
}
else
{
Declaration += "\tconstant void* uniformdata [[id(";
FMemory::Memzero(BufferIdx);
FCStringAnsi::Snprintf(BufferIdx, 3, "%d", IAB.Value.Num() + 1);
Declaration += BufferIdx;
Declaration += ")]];\n";
}
Declaration += "}";
MetalSource.replace(Pos, (EndPos - Pos) + 1, Declaration);
}
}
}
// Flush compile errors
CompilerContext.FlushErrors(Output.Errors);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
#endif
Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3771565) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3627858 by Sorin.Gradinaru #jira UE-48948 Crash when pressing backspace on empty line Fixed: UE-48948 Backspace on empty line crashes app (virtual keyboard) UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait UE-49117 Chinese and Korean virtual keyboards don't allow native characters UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard UE-49124 Cursor in virtual keyboard and UMG don't match UE-49128 Virtual Keyboard text field doesn't appear if there is too much text UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear Change 3630732 by Sorin.Gradinaru #jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections. #3440 Cancelled the applied exposure scale for non-hdr mobile Change 3631436 by Nick.Shin HTML5 recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers #jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor Change 3632689 by Sorin.Gradinaru #jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed Change 3632769 by Adrian.Chelu #jira UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3633305 by Allan.Bentham Print out the callstack when a fatal error occurs. Change 3633510 by Chris.Babcock Remove unneeded logging #jira none Change 3634827 by Adrian.Chelu #fixed build editor buildsystem linux Change 3640610 by Adrian.Chelu #fixed Cook Win64 warnings #fixed UE4Editor Static Analysis Win64 warnings Change 3663057 by Sorin.Gradinaru UE-49301 Text in UMG controls flickers during update from Virtual Keyboard #jira UE-49301 #ue4 #android On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value) The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update) The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete. Change 3663630 by Jack.Porter Fix shader compile error on Galaxy S6 Change 3663972 by Allan.Bentham add ES3.1 framebuffer fetch. #jira UE-46251 Change 3671843 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) #jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3677675 by Sorin.Gradinaru Android Experimental Virtual Keyboard 4.18 issues #jira UE-49124 Cursor in virtual keyboard and UMG don't match #jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear #jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices) #ue4 #android UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events. Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls) Change 3681555 by Adrian.Chelu UEMOB-403 Improvements to "Device Mobile Preview" feature Change 3692020 by Sorin.Gradinaru #jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android #ue4 #4.19 #android Change 3692741 by Sorin.Gradinaru Andoid 3D WebBrowser #jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android #ue4 #android Change 3695475 by Chris.Babcock Per project Android NDK/SDK API settings #jira UEMOB-394 #ue4 #android Change 3701364 by Dmitriy.Dyomin Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28" #jira UE-50714 Change 3701664 by Jack.Porter Fix typo Change 3702355 by Cosmin.Sulea UEMOB-393 - Support "ETC 1.5" packaging #jira UEMOB-393 Change 3704950 by Chris.Babcock Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly #jira UE-50837 #ue4 #android Change 3709817 by Nick.Shin HTML5 - silence CIS warnings (changed to INFO message type) finally have a repo case to test this proper fix #jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large" Change 3717598 by Chris.Babcock Fix Android icon paths #jira UE-51585 #ue4 #android Change 3718456 by Adrian.Chelu #fixed spelling in category localized name Change 3719643 by Nick.Shin nuke PLATFORM_HTML5_WIN32 more "old" code to remove #jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code Change 3720342 by Nick.Shin HTML5 redirect logs to console window #jira UE-50747 HTML5 log is not easily accessible to users Change 3720652 by Sorin.Gradinaru UE-50382 Xcode Address Sanitizer feature does not work on iOS #jira 50382 #iOS #ue4 Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>) For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv. Change 3720654 by Sorin.Gradinaru UE-48499 Android Voice Module has a few issues #jira 48499 #Android #ue4 1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries? R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks. Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it. 2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown? R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows) 3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure? R: Fixed. 4. GetVoiceData() // Workaround for dealing with noise after stand-by while(bytes<InVoiceBufferSize) { OutVoiceBuffer[bytes++]=0; } Isn't this just a memzero? R: Fixed. 5. Missing features. Need to implement GetBufferSize and DumpState R: Added GetBufferSize. Can be used like in TestVoice.cpp DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties. Change 3722554 by Cosmin.Sulea UE-44224 - iOS - Remote Build - rsync error: files not transferred #jira UE-44224 Change 3723265 by Allan.Bentham Assign a texture format priority for ETC1a. prevents launch on from using ETC1a all the time.. Change 3729764 by Dmitriy.Dyomin Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes) Change 3729899 by Dmitriy.Dyomin Fixed tiled landcape re-import Change 3730895 by Bogdan.Vasilache UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ] #jira UEMOB-442 Change 3733463 by Chris.Babcock Return error for external texture if not used in pixel shader #jira UE-51763 #ue4 Change 3736226 by Chris.Babcock Change ExposureScale to PreExposure #jira UE-52007 #jira UE-51691 #ue4 #android Change 3740509 by Allan.Bentham Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps. #jira UE-50551 Change 3740586 by Cosmin.Sulea UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected. #jira UE-51747 Change 3741110 by Chris.Babcock Fix functional code in checks removed for shipping #ue4 Change 3741117 by Chris.Babcock Fix checkin error for check -> ensure fix #ue4 Change 3741156 by Chris.Babcock Swap order of SDK and NDK overrides in menu to match Android SDK settings #jira UE-52019 #ue4 #android Change 3741271 by Chris.Babcock Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer #jira UE-52058 #ue4 #android Change 3741464 by Chris.Babcock Add NDK and SDK platform validation (installed) for Android #jira UE-52069 #ue4 #android Change 3744602 by Josh.Adams From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer Change 3744603 by Josh.Adams From Meerkat: - Fixed a comment about debug view modes on consoles Change 3744607 by Josh.Adams From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window Change 3754890 by Chris.Babcock Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows #jira UE-52281 #ue4 Change 3755147 by Jack.Porter Fixed Google Cardboard rendering upside down on iPhone 6S+ #jira UE-38555 Change 3755458 by Cosmin.Sulea UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space #jira UE-47801 Change 3755492 by Jack.Porter Fix merge error Change 3759140 by Bogdan.Vasilache UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III #jira UE-52396 Change 3760536 by Sorin.Gradinaru UE-51262 values for pinch input produce very different results for same area on android device #jira 51262 #iOS #Android #ue4 1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over. Solved by remembering last pinch event values 2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger. Solved by using the correct values when the pinch event starts Change 3761279 by Chris.Babcock Flag vertex and fragment shaders belonging to materials with external textures #jira UE-52398 #ue4 #android Change 3761494 by Chris.Babcock Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard #jira UE-52471 #ue4 #android Change 3763146 by Jack.Porter Default assets for web browser widget #jira UE-51374 Change 3764242 by Chris.Babcock Disable Niagara vertex factories for mobile and Switch #jira UE-52425 #ue4 #mobile #switch Change 3766027 by Allan.Bentham Fix crash when no LQ volumetric lightmap data exists #jira UE-52508 Change 3766075 by Josh.Adams - Updating UDKRemote. Still needs art updated, and some some unneeded assets removed Change 3766141 by Allan.Bentham Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode. Change 3766163 by Josh.Adams - Updated icons and added a generator script when we get a new one Change 3766560 by Allan.Bentham Workaround for broken offsets with automation screenshots. #jira UE-52491 Change 3767193 by Peter.Sauerbrei remove Oculus shader from being cached force a metal shader re-compile #jira UE-52587 Change 3767604 by Peter.Sauerbrei fix the Oculusshader the right way #jira UE-52587 Change 3768543 by Sorin.Gradinaru Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored #Android #UE4 #4.19 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input Change 3663915 by Jack.Porter Prevent FTcpListener from busy polling while waiting for connections #jira UE-50125 Change 3709224 by Allan.Bentham Add android target device to gauntlet. Automation screenshot uses high res screenshot api for mobile. #jira UEMOB-360 Change 3741453 by Chris.Babcock Match the 4.18.1 fixes for shipping checks removing code (from CL3741091) #ue4 Change 3769301 by Peter.Sauerbrei fix for missing ue4_stdmetal.lib, courtesty of MarkS #jira UE-52587 Change 3770597 by Sorin.Gradinaru Android WebBrowser - remove the WebBrowser plugin reference from the Engine Load the default material directly from the resources. #Android #UE4 #jira UE-51374 Web Browser widget is not working on Android #jira UE-52399 Android web browser does not accept input [CL 3771573 by Chris Babcock in Main branch]
2017-11-22 16:42:04 -05:00
if (bDumpDebugInfo && !MetalSource.empty())
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
{
DumpDebugShaderText(Input, &MetalSource[0], MetalSource.size(), TEXT("metal"));
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
if (Result != 0)
{
Output.Target = Input.Target;
BuildMetalShaderOutput(Output, Input, GUIDHash, CCFlags, MetalSource.c_str(), MetalSource.length(), CRCLen, CRC, VersionEnum, *Standard, *MinOSVersion, TypeMode, Output.Errors, OutputData.TypedBuffers, OutputData.InvariantBuffers, OutputData.TypedUAVs, OutputData.ConstantBuffers, OutputData.TypedBufferFormats, bAllowFastIntriniscs);
return Output.bSucceeded;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
else
{
// Log errors on failed compilation in this backend only when -directcompile is specified.
const bool bDirectCompile = FParse::Param(FCommandLine::Get(), TEXT("directcompile"));
if (bDirectCompile)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
{
for (const FShaderCompilerError& Error : Output.Errors)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
{
UE_LOG(LogShaders, Error, TEXT("%s"), *Error.GetErrorStringWithLineMarker());
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3680113) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3636145 by Chris.Bunner Linux compile fix. Change 3636198 by Chris.Bunner Include fix. Change 3636225 by Daniel.Wright Removed spammy draw event Change 3636397 by Daniel.Wright Visualize volumetric lightmaps uses 18% grey in lit mode Change 3636398 by Daniel.Wright Translucency lighting modes work with Volumetric Lightmaps * The old Indirect Lighting Cache always interpolated one sample per object, while Volumetric lightmaps operate at the frequency of the Translucency Lighting Mode (per-vertex or per-pixel) so the lighting accuracy is much higher. * The old ILC always applied the single lighting sample with a per-pixel normal, even in per-vertex lighting modes * Volumetric PerVertex NonDirectional (cheapest lit translucency) went from 74 instructions down to 42 * Volumetric Directional went from 104 up to 122 Change 3636604 by Chris.Bunner Added a material translation error on identically named/associated but differently valued parameters as this will cause one of them to be lost during parameter evaluation, the result being "random". Change 3637668 by Rolando.Caloca DR - hlslcc - Skip preprocessor when not required which reduces peak mem consumption by ~500 MB - Fix missing indexing on intrinsic return type Change 3638541 by Chris.Bunner Fixed editor materials - Skip hardcoded parameter names that we rely on being overridden when checking for non-matching duplicate parameters. Change 3638798 by Mark.Satterthwaite Rebuilt hlslcc for Mac for Rolando's 3637668 changes. Change 3638861 by Mark.Satterthwaite Missed making a log verbose in the Metal ring-buffer. Change 3639482 by Rolando.Caloca DR - vk - Minor fixes Change 3639909 by Michael.Lentine Add special case for struct needed to compile. Workaround issues in parser such that (x)[0] is replaced with x[0] and (x).a is replaced with x.a. Change 3639916 by Michael.Lentine Spelling fix. Change 3640053 by Mark.Satterthwaite Fix Desktop Forward rendering on Nvidia Metal rendering on macOS by modifying the shader and runtime to treat ForwardLocalLightBuffer data as uint rather than float and invert the use of as*() casts. Tthis is *necessary* to avoid a bug/limitation of Nvidia's current Metal shader compiler that flushes all denorm values to zero on load from any resource. AMD & iOS Metal only flush-to-zero when sampling from textures and that's what Apple regard as the expected behaviour. I have however asked them to standardise on the D3D behaviour of preserving denorms on all load, move (incl. min/max/as*()-casts) & store operations. This won't happen in the current or imminent OS/Xcode releases. Now only Intel Metal is broken and their problems run deeper. #jira UE-48881 Change 3640983 by Olaf.Piesche Cache the depth buffer collision shader for GPU particles even when simple forward is enabled, as that can be turned off at runtime. #jira UE-48799 Change 3641480 by Michael.Lentine Add min16float to FP16Math Change 3642442 by Mark.Satterthwaite Fix the native shader libraries again & undo the increase in cook time from changes to the way FShaderCodeLibrary was compiling & deduplicating the shaders. - Remvoe the single linear array for accumulated shader code: reallocating this is tremendously expensive and will double the time taken to iteratively cook large projects. - Uncompress the shader data for the native library system so that it actually works again. - Fix some errant change to the Metal compiler that was trying to wedge the fully compiled library into the single Metal library which is 100% bogus. #jira UE-49192 Change 3642919 by Chris.Bunner Reverted unintended changes to material static parameter set serialization. Bumped material version to force re-serialization. Fixed a few typos. Change 3642923 by Richard.Wallis Fix for "Pixel Inspector On" message not disappearing when closing pixel inspector window while on. Handle tab closed events to cancel the pixel inspector if window closed while running. #jira UE-46504 Change 3643296 by Michael.Lentine Convert all structures that aren't use globally to halfs. Change 3643381 by Ryan.Brucks New Plugin allowing Blueprint Texture and RT reads as well as MIC creation and modification. Change 3643929 by Ben.Salem Added better precision on thread values in Perf Monitor. Also added global thread values to go with per-world ones to help track down the most accurate numbers possible. #tests Ran locally, changes validated by benj Change 3644203 by Mark.Satterthwaite Refactor mtlpp a little bit to make the compiler do more of the work & update for all the latest publicly exposed APIs. Change 3644336 by Mark.Satterthwaite Ref-count the mtlpp Device object so that it can be the repository for IMP caching - now just have to go through the types created from a specific device and have them keep a reference.... Change 3644431 by Uriel.Doyon Added a intensity units property, for point lights and spot lights, that can be set to Candelas, Lumens or Unitless (legacy). The default units value for newly placed point lights and spot lights is configured in the project settings. Spot lights configured in lumens have their whole luminous energy redirected toward the cone. This means that changing the outer cone angle, changes the spot light brightness. New exposure menu that uses an EV100 slider. New post process settings "camera" tab regrouping : ShutterSpeed, ISO, Aperture and ExposureCompensation. Post process settings "auto exposure" tab renamed "exposure". The calibration constant for "Auto Exposure Basic" is now configurable in the advanced tab. The auto exposure method is renamed "Metering Mode" New pre-exposure feature that allows the engine to apply the previous frame exposure before writing to the scene color. This allows the engine to render the scene with similar range than the final color (after exposure), and avoid arithmetic overflow for low precision RT formats. The amount of exposure applied directly is called pre-exposure, and is compensated by a smaller post-exposure value. Change 3645098 by Marcus.Wassmer Don't add meshes twice when in simpleforward Change 3645551 by Daniel.Wright VolumetricScatteringIntensity is greyed out based on Mobility Change 3645707 by Chris.Bunner Skip empty parameters when identifying invalid duplicates during material translation. Change 3646225 by Uriel.Doyon Texture streaming support for particle sub-uv Change 3646323 by Rolando.Caloca DR - vk - Fix bad update texture 2/3d parameters Change 3646463 by Mark.Satterthwaite Metal shader files that can serve as extensions to the metal_stdlib rather than trying to wedge even more into the shader compiler. Might as well leverage Metal's C++'ness. Currently just a skeleton of a buffer type that would better emulate HLSL Buffer<>/RWBuffer<> objects. Change 3646727 by Marcus.Wassmer fix linux and nonunity compiles Change 3647777 by Rolando.Caloca DR - Mobile Vulkan optimization Change 3647822 by Lauren.Ridge Layers are now renameable (except Layer 0 is always "Background") in Material Layers Functions Change 3647918 by Chris.Bunner Static analysis fixes - Monolithic include, forward delcared enums, locally shadowed variable. Change 3648010 by Michael.Lentine Don't use min16float by default. Change 3648015 by Michael.Lentine Add special case fixes for min16float as well as half on console. Change 3648024 by Lauren.Ridge Moving MaterialLayersFunctions Layer naming to EditorOnly wrappers Change 3648127 by Lauren.Ridge Moving name getter functionality to FMaterialLayersFunctions Change 3648265 by Lauren.Ridge Fixing loctext key Change 3648293 by Rolando.Caloca DR - D3D12 fix Change 3648326 by Rolando.Caloca DR - vk - Added subrectangle support when updating Texture2D and Texture3D Change 3648522 by Rolando.Caloca DR - vk - Do not try to create a BufferView of a StructuredBuffer (no valid pixelformat) Change 3648612 by Rolando.Caloca DR - vk - Implement RHIMapStagingSurface Change 3648673 by Rolando.Caloca DR - vk - Reduce Vulkan pipeline cache disk size by filtering duplicated shader ucodes Change 3648913 by Arne.Schober DR - Performance optimization during HLod traversal. using vector load and avoiding array copy by passing it through reference instead through value. Change 3649443 by Daniel.Wright Exposed EmissiveBoost, since Lightmass supports Emissive areas on meshes Change 3650436 by Mark.Satterthwaite Implemented the necessary extensions for Metal shading language to move lots of complexity out of MetalBackend and into actual shader code to make life *vastly* simpler. - Full ue4::typed_buffer<T> wrapper type & associated ue4::buffer<>/ue4::buffer_atomic<> API - totally untested but should be functionally equivalent to HLSL Buffer<T>/RWBuffer<T>. - All the sensible casts I can think of are now defined in ue4_format - any additional ones can just be added. The enurm of formats needs to be exposed to MetalRHI so we upload the correct values, but this should be trivial. - Added a full series of wrappers around texturecube_array and depthcube_array to insulate code from whether it is backed by a real cube_array or a texture2d_array so we don't have to maintain complicated variants for new/old iOS devices. - Added implementations for a bunch of annoying HLSL & GLSL intrinsics that were being matched by name + reverse_bits which needs a custom implementation on old shader standards. Change 3650861 by Rolando.Caloca DR - vk - Fix warnings Change 3651116 by Rolando.Caloca DR - vk - Support for compressed saved PSO cache Change 3651321 by Rolando.Caloca DR - vk - Prep for load multiple PSO files Change 3651337 by Chris.Bunner Editor-only default material fallback (hardcoded material). #jira UE-48404 Change 3651839 by Rolando.Caloca DR - vk - Integrate minor pipeline changes Change 3652042 by Mark.Satterthwaite More work on mtlpp: - Selector class that caches IMP from SEL & Class. - Fixes to ns::Error. - Added test case application for testing denorm & float reinterpret-cast behaviour on Metal. Change 3652370 by Uriel.Doyon New "stat StreamingOverview" giving high level metrics of texture usage. New function ResetAverageRequiredTexturePoolSize() and GetAverageRequiredTexturePoolSize() giving the average ideal value for "r.streaming.poolsize". Change 3653658 by Chris.Bunner Material vertex interpolator for sprite and gpu sprite particles. Change 3653676 by Rolando.Caloca DR - vk - Integrate changes: Multiple PSO caches, shared ucode & compression, size reduction up to 80% Change 3653940 by Daniel.Wright Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times. Change 3653956 by Daniel.Wright Fixed leak of BatchVisibilityId's Change 3653991 by Daniel.Wright Fixed missing include Change 3654013 by Daniel.Wright Refactored reflection capture composite SM4 handling, now forces fully rough even if !REFLECTION_COMPOSITE_USE_BLENDED_REFLECTION_CAPTURES (forward shading default) Change 3654018 by Daniel.Wright Remove unused SM4 reflection capture cubemap Change 3654118 by Rolando.Caloca DR - vk - Fix for queries; support for r.Vulkan.ProfileCmdBuffers to only time cmd buffers w/o gpu bubbles Change 3654339 by Chris.Bunner Temporarily disabed a material error whilst working with content teams to fix the introduced bugs. Change 3654534 by Daniel.Wright Editor is only supported on Feature Level 5 platforms. Added a message box and exit when SM4 is detected (d3d10, OpenGL 3). Change 3654751 by Rolando.Caloca DR - vk - Add readback for RGB10A2; minor optimization Change 3654940 by Rolando.Caloca DR - vk - Warning fix Change 3655104 by Mark.Satterthwaite Add a bunch of code to mtlpp to wrap the Xcode command-line Metal tools and use them to provide a convenient command-line tool that can compile two Metal shaders & diff the resulting AIR to make debugging easier. Obviously this only works on macOS. Change 3655173 by Jian.Ru Render dithered material as masked if a stencil prepass is not used #jira UE-50064, UE-49537 Change 3655479 by Daniel.Wright Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting. Change 3656341 by Richard.Wallis Metal validation checks to test for drawing of the end of a vertex stream as seen in UE-48172 (Landscape Mesh Flickers Rapidly When Using Sculpting Landscape). This is not a fix for that but just a error log to catch the bad draw calls. #jira UE-48172 Change 3656844 by Rolando.Caloca DR - vk - Avoid microcode copy - Fix link error Change 3656894 by Rolando.Caloca DR - vk - Enable api dump without needing validation enabled Change 3656915 by Marcus.Wassmer Fix DX12 buffer lock for read Change 3657166 by Rolando.Caloca DR - vk - Proper fix for api dump layer Change 3657401 by Rolando.Caloca DR - vk - Linux compile fix Change 3657607 by Rolando.Caloca DR - vk - Prep for changes Change 3658722 by Chris.Bunner Refresh shared texture samplers when changing max ansiotropy level (e.g. scalability settings). #jira UE-30086 Change 3659499 by Daniel.Wright Moved bEnableAutoLODGeneration to LOD category so it's not the only one in HLOD category Change 3659644 by Mark.Satterthwaite D3D11 equivalent to 3656341 (only enabled when -d3ddebug is) to validate DrawIndexedPrimitives isn't trying to draw off the end of the instanced vertex streams which has inconsistent (and potentially undefined) behaviour across the various APIs we support. This fires when painting the landscape because the code attempts to render with a FirstInstance value that is as large as the number of elements in the instance-data streams which D3D11 drivers silently fails to render, but which Metal (& probably Vulkan too) will renders as garbage. This pattern is wrong & will be even more dangerous in a Draw*Indirect world. #jira UE-48172 Change 3659831 by Rolando.Caloca DR - vk - Copy 3657927 (fixes for Mali) Change 3661921 by Rolando.Caloca DR - vk - Minor log/info changes Change 3661985 by Mark.Satterthwaite Change the Metal sampler filter translation to better match D3D. Change 3662050 by Richard.Wallis Compile fix for Metal enums. Change 3662062 by Rolando.Caloca DR - Copy from 3662060 - OpenGL cloth fix Change 3662100 by Mark.Satterthwaite Use a temporary file and an atomic move to put the Metal PCH into the right place and reduce the number of false PCH compile failures on the build farm. Change 3662253 by Daniel.Wright Reflection Captures support Lighting Scenarios without recapturing * Reflection Captures are now part of the Map Build * Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message) * Reflection Capture build data moved to the BuildData package * Building lighting / reflection captures no longer dirties ULevels * Sky lights which capture the scene now work correctly with Lighting Scenarios * Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded) Change 3663215 by Mark.Satterthwaite Initial, incomplete, tool added to mtlpp to help debug macOS Internal Compiler Errors - the mtlpp command-line tool can be fed the debug output from UE4 along with compiler settings to automatically compile shaders and construct the render pipeline that crashes the runtime compiler. So far only macOS render-pipeline-states are supported currently. Change 3663293 by Mark.Satterthwaite Added Metal device selection to the mtlpp command-line tool so I can quickly test compile on dual-GPU Macbook Pro's. Change 3663471 by Daniel.Wright Reflection Capture Builds no longer use UEditorLevelUtils::SetLevelVisibility to control level visibility, which streams out sublevels, modifying nav mesh Fixed status updates during Reflection Capture Build Captures overflowing GMaxNumReflectionCaptures now log a warning instead of pretending that they built successfully Change 3664056 by Rolando.Caloca DR - Linux compile fix Change 3664460 by Daniel.Wright Restored unused LoadTimesObjectVersion, packages saved with it will issue a warning on load Change 3664802 by Uriel.Doyon Fixed flash created by pre-exposure when the value changed dramatically between frames Change 3664890 by Daniel.Wright Created 'Stat MapBuildData' to track the memory size of lighting and reflection capture build outputs Change 3665163 by Rolando.Caloca DR - Copy from 3665156 - Gracefully fail when there are mem leaks exiting Vulkan Change 3665629 by Daniel.Wright Only Surface domain materials cast shadows in Lightmass Change 3665855 by Marcus.Wassmer PR #4032: Fix comparison of SceneColorFormat (Contributed by Hybrid0) Change 3666707 by Guillaume.Abadie Replaces some custom material node to get View.BufferSizeAndInvSize with ViewProperty material expression in some engine material functions. Change 3667239 by Rolando.Caloca DR - Use hlslcc define for common issues Change 3668108 by Brian.Karis Disabled to Catmull-Rom filter. Too many flickering issues. Disabled antiflicker as well. Change 3668157 by Mark.Satterthwaite In the prototype Metal stdlib extension library add inline versions of the D3D SM6 "wave" intrinsics that can be expressed in terms of Metal 2.0 simd/quad group operations (macOS=simd, iOS=quad). These are unlikely to be as efficient as direct intrinsics but they should be functionally equivalent. These functions are not available *yet* as I still need to hook the ue4_stdlib into MetalShaderFormat & MetalRHI. The following HLSL 6 functions are implemented: WaveAllBitAnd WaveAllMax WaveAllMin WaveAllBitOr WaveAllBitXor WaveAllEqual WaveAllProduct WaveAllSum WaveAllTrue WaveAnyTrue WaveBallot WaveGetLaneCount WaveGetLaneIndex WaveOnce WavePrefixProduct WavePrefixSum WaveReadFirstLane WaveReadLaneAt The following can't be implemented in Metal as of Metal 2.0 AFAIK: WaveGetOrderedIndex WaveIsHelperLane GlobalOrderedCountIncrement QuadReadLaneAt QuadSwapX QuadSwapY Change 3668260 by Olaf.Piesche Cache particle collision shaders regardless of simple forward state Missed this checkin #jira FORT-51307 Change 3669243 by Daniel.Wright Bumped shader version to propagate FReflectionCaptureData rename Change 3669369 by Mark.Satterthwaite Duplicating Metal changes from //UE4/Release-4.18 to Dev-Rendering (//UE4/Dev-Rendering) 3662503 Collapse system-variables to one declaration in MetalUtils to avoid later shader compiler errors when they are specified more than once, which is seemingly permissable. Fixes volumetric fog. #jira UE-50293 3665210 - Invalidate all Metal shaders again to force a recompile to workaround another driver bug. - On macOS compact the clip-distance value into a single output to avoid bugs in the runtime pipeline compilers. - In SCW's direct-compile mode MetalShaderForamt should always dump the resulting Metal shader and print any errors we encounter to the log. - Change FGenerateMetalVisitor to take a FMetalCodeBackend& not a FMetalCodeBackend* to avoid a lot of pointless pointer validation. #jira UE-50244 3665429 Fix a crash on shutdown due to MetalRHI caching vertex-declarations beyond the lifetime of the RHI by moving the cache into the FMetalDynamicRHI itself. #jira UE-50356 3665613 Fix DistanceField rendering on Metal & the associated validation layer error when it is enabled - MetalRHI can't use the same approach as Vulkan without a bit more work. #jira UE-50364 3667584 Fix black flickering on some materials that use World Position Offset - the Metal sincos intrinsic comes into two flavours for single precision floats and we want the precise version not the fast version. The "cross" implementation needed a few more fma's too and this change has to invalidate Metal shaders again to take effect. #jira UE-50399 3667805 Changing sincos in Metal fragment shaders had undesirable side-effects - the compiler is now re-associating another floating point operation - so limit the use of precise::sincos to vertex-shaders for now. This fixes the WPO materials without causing any other obvious problems. #jira UE-50399 Change 3669912 by Mark.Satterthwaite Fix Metal compilation for PCSS shadows - the HLSL that is compiled uses both SampleCmp and Sample which GLSL disallows (shadowSampler types in GLSL only allow SampleCmp) but is perfectly valid in Metal where only the texture type declaration changes. Duplicate MetalBackend.cpp changes from Joe.Graf's: 3667781 Fixed an extra ) being emitted during HLSL->Metal translation Added depthcube_array support per Mark's instructions Change 3670308 by Mark.Satterthwaite Missing autorelease pool blocks in MetalTexture functions. Change 3670989 by Mark.Satterthwaite Stop trying to be so clever with Metal clip-distances: AMD have a bug in 10.13.0 that means we can only emit one clip-distance value, so simply emit the value with the lowest index (we have handily ordered them by importance!) and let the others become user-interpolators until this bug is resolved in a macOS SU (according to Max@AMD the fix is in, just not in time for 4.18). This means planar reflections will work, VR no-multi-view-fallback will work & layered rendering will work either individually or together - the difference being that on macOS *only* the VR no-multi-view-fallback & layered rendering paths may be slower when combined with the global clip plane. Hit & run fix to MetalCaptureManager and availability of tile-shader functions while I'm here. #jira UE-50518 Change 3671014 by Mark.Satterthwaite Correct handling of RowLinearPVRTC blits for iOS Metal desired for Ocean. Change 3671575 by Rolando.Caloca DR - Copy 3668036 Stop syncing CPU with GPU on Vulkan Change 3671637 by Rolando.Caloca DR - Copy 3670937 Fixes Vulkan editor outline Change 3672309 by Mark.Satterthwaite Submitted on behalf of Richard Wallis: Only disable V-Sync on Metal in macOS 10.13 when running in "true" fullscreen mode (where we switch display modes & forbid switching spaces or tabbing out) so that you won't see the rainbow artefact caused by being out-of-sync with WindowServer, only the tearing you'd expect when V-Sync is disabled. We'll chat with Apple about whether there is a way to avoid the rainbow artefact when switching spaces in Windowed Fullscreen with displaySync disabled. #jira UE-50134 Change 3672314 by Daniel.Wright User friendly message dialog for when a required key is missing from BaseLightmass.ini Change 3672315 by Daniel.Wright Assert on load when a uniform buffer struct goes missing, instead of a crash on save Change 3672476 by Chris.Bunner Removed duplicate material instance editor command binding that appeared in a task stream merge. Change 3672626 by Mark.Satterthwaite Move the ue4_stdlib.metal extensions to MetalRHI's Public header directory as it'll need to be available to both modules and that's easier to accomplish from here. Change 3672643 by Mark.Satterthwaite iOS compilation fixes. Change 3672728 by Daniel.Wright Fixed encoded HDR reflection captures Change 3672753 by Jian.Ru Fix texture swimming #jira UE-49369 Change 3672815 by Daniel.Wright Tooltip for build button explaining why it might be disabled Change 3673350 by Rolando.Caloca DR - vk - Do not reallocate memory every draw call Change 3673501 by Rolando.Caloca DR - vk - Remove more reallocations Change 3673505 by Rolando.Caloca DR - Remove global variable with semantic Change 3673514 by Rolando.Caloca DR - vk - compile fix Change 3675899 by Chris.Bunner Fixed support for editor-time transient parameter overrides. This happens when a compiled material's scalar or vector parameter is changed in value only, the active material resources should also update and be reverted when the material graph is closed. The code was incorrectly pulling base parameters from expressions instead of the actual uniform. Change 3676843 by Arne.Schober DR - UE-49473 - Fix Stateleak caused by custom drawer in the long for loop, where the depth stencil state might not be reset in a subsequent itteration of the loop. Change 3678269 by Daniel.Wright Fixed Encoded HDR reflection capture data getting the wrong Brightness applied when cooking Change 3678543 by Daniel.Wright MapBuildData now tosses the unneeded reflection capture format on load. Affects target platforms that require multiple formats at cook time. Change 3679602 by Jian.Ru Fix up mesh decal shader complexity view mode #jira UE-50272 Change 3679959 by Chris.Bunner Fixed logic on overriden vector parameter retrieval for material instances checking a function owned parameter. #jira UE-50712 Change 3679998 by Daniel.Wright Fixed crash when precomputing static visibility only [CL 3680175 by Marcus Wassmer in Main branch]
2017-10-04 13:36:51 -04:00
}
GLog->Flush();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}
}
return Result != 0;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3607928) #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3512118 by Marc.Olano Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing Change 3512129 by Benjamin.Hyder Fixing up content in TM-SobolNoise Change 3512151 by Rolando.Caloca DR - Fixed some layouts that were general - Added some extra dump information Change 3512160 by Benjamin.Hyder Still Fixing TM-Sobol Change 3512180 by Marc.Olano PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod. Change 3512261 by Michael.Lentine Move Subsurface to shared properties. Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output. #jira UE-44405 Change 3512288 by Rolando.Caloca DR - Fix issue when recycling image handles Change 3512338 by Michael.Lentine Fix precision if user enters a multiple of 90 degree rotation for transforms. This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7. #jira UE-46137 Change 3512424 by Michael.Lentine Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set. #jira UE-44315 Change 3512686 by Brian.Karis Fix for quadric assert in infiltrator. Due to bad tangents in source mesh. Change 3512696 by Brian.Karis Unrevert TAA. Fixed DOF NaN artifacts Change 3512717 by Marcus.Wassmer PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4) Change 3513112 by Richard.Wallis Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving. Fix includes: - Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at). - Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required. - Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt. #jira UE-45657 Change 3513357 by Richard.Wallis Windows compile fix. Change 3513375 by Guillaume.Abadie Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D. Change 3513685 by Richard.Hinckley #jira UEDOC-3822 Fixing a comment that refers to a non-existent function, for documentation purposes. Change 3513705 by Marc.Olano Updates to Sobol test levels in RenderTest project Change 3513730 by Rolando.Caloca DR - Fix mip size copying resolve targets - Fix compute fence - Fix descriptor set texture layout - More dump info Change 3513742 by Marc.Olano Texture-free numeric print for shader debugging Change 3513777 by Daniel.Wright Handled edge case where no furthest samples are found in precomputed visibility Change 3514852 by Rolando.Caloca DR - Fix -directcompile on SCW Change 3515049 by Rolando.Caloca DR - hlslcc dump crash fix Change 3515167 by Rolando.Caloca DR - hlslcc - Fix bogus string pointer - Allow reading from non-scalar UAVs Change 3515745 by Rolando.Caloca DR - Linux compile fix Change 3515862 by Rolando.Caloca DR - Remove old reference to CCT - Link with hlslcc debug libs on SCW debug config for easier debugging Change 3516292 by Rolando.Caloca DR - glslang exe fixes Change 3516568 by Rolando.Caloca DR - hlslcc - Copy fix for *Buffer as functionparameters Change 3516659 by Marcus.Wassmer Fix some d3derrors with distance fields Change 3516801 by Daniel.Wright Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor. Change 3516825 by Rolando.Caloca DR - Some initial fixes for structured buffers Change 3516843 by Rolando.Caloca DR - Fix for Vulkan dist fields Change 3516869 by Marcus.Wassmer Add format to the createrendertarget blueprint node Change 3516957 by Daniel.Wright Fixed bUsesDistortion being editable Change 3516965 by Daniel.Wright Still mark the distance field task completed, even if the static mesh has been deleted Change 3517039 by Yujiang.Wang GitHub #2655: Optimization for shadow map resolution selection for spot lights * Use the radius of the inscribed sphere at the cone end as the spot light's screen radius Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly #jira UE-33982 Change 3517069 by Yujiang.Wang Fix for ScissorRect settings in d3d11 being lost under certain scenarios * Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled) * However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents) * Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does #jira UE-45465 UE-44760 Change 3517134 by Yujiang.Wang CIS fix Change 3517662 by Rolando.Caloca DR - Execute upload Vulkan cmds on the RHI thread - Fix crash with structured buffer Change 3517677 by Rolando.Caloca DR - Update/copy textures on RHI thread Change 3517680 by Rolando.Caloca DR - Copy texture bulk data on rhi thread Change 3517748 by Marcus.Wassmer temporary workaround for one class of GPU crashes Change 3518832 by Rolando.Caloca DR - Copy & extend 3518077 - Fix for movable skylight shader missing on simple forward (low lighting quality mode) Change 3519973 by Richard.Wallis Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt. #jira UE-46505 Change 3520849 by Uriel.Doyon Fixed issue with investigate texture command and dynamic component entries. Change 3521064 by Guillaume.Abadie Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk. Change 3521834 by Rolando.Caloca DR - Fix decals on Vulkan Change 3521892 by Rolando.Caloca DR - Fix Vulkan texture streaming Change 3523181 by Rolando.Caloca DR - Copy from 3523176 UE4.17 - Fix Vulkan scissor causing text to not clip Change 3523534 by Yujiang.Wang UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU * A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders * Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations * The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame #jira UE-46631 Change 3524552 by Yujiang.Wang Fix iteration number calculation of LongGPUTask Change 3524975 by Joe.Graf Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath Added SSE versions using _mm_popcnt_u64 for platforms that support it Added a SSE check to gracefully exit when missing the instruction and it was expected to be there #CodeReview: arciel.rekman, brian.karis Change 3525306 by Daniel.Wright Fixed ensure from LPV Change 3525346 by Rolando.Caloca DR - Fix linking issue Change 3525459 by Daniel.Wright Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog * Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features. * New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb. * Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels. * Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps. * A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell. * Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors * The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups. * A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms * Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving. * Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available * New Visualization show flag for Volumetric Lightmap sample points * Level streaming of volume light data is not currently supported with this method Change 3525461 by Daniel.Wright Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference). Change 3526459 by Rolando.Caloca DR - Fix validation error Change 3526474 by Rolando.Caloca DR - Integrate from GV Change 3526487 by Daniel.Wright Disabled Volumetric Lightmap filtering with neighbors due to artifacts Fix linux compile errors Change 3526833 by Rolando.Caloca DR - Workaround for hlslcc Change 3526991 by Uriel.Doyon Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike. Change 3527574 by Rolando.Caloca DR - Added some missing resource entries for SCW direct mode Change 3527625 by Rolando.Caloca DR - Copy from 3527113 UE4.17 - Fix Vulkan not calling Present Change 3528461 by Brian.Karis Support larger hash sizes. Added uint list hashing function. Change 3528780 by Rolando.Caloca DR - Default Vulkan resources Change 3528818 by Rolando.Caloca DR - glslang - Added missing accessor Change 3528839 by Rolando.Caloca DR - Fix virtual path issue when using non-engine relative absolute paths Change 3528900 by Daniel.Wright Fixed variable shadowing Change 3529039 by Rolando.Caloca DR - Read Spirv reflection data (not used yet) Change 3529040 by Joe.Graf Fixed the 32bit compile failures for the popcnt optimization #CodeReview: arciel.rekman Change 3529060 by Rolando.Caloca DR - hlslcc - New flag for keeping resource names Change 3529344 by Rolando.Caloca DR - Delete unused file Change 3529723 by Brian.Karis Fixed static analysis cleaner. Change 3531357 by Michael.Trepka Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future. Change 3531517 by Joe.Graf Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc #CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca Change 3531626 by Joe.Graf Mac version of the popcount optimization Changed Linux version to use the same builtin #CodeReview: mark.satterthwaite, arciel.rekman Change 3531837 by Chris.Bunner SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect. #jra UE-46753 Change 3533415 by Joe.Graf Renamed the SSSE3 checks per feedback #CodeReview: arciel.rekman Change 3533480 by Michael.Lentine Use more accurate descriptions for shader recompile options Change 3533511 by Joe.Graf Updated the GenericPlatformMisc to match the SSSE3 name change #CodeReview: arciel.rekman Change 3533521 by Marcus.Wassmer Fix scenerenderer leak when updating out of view planar reflections Change 3533528 by Joe.Graf Updated comments #CodeReview: n/a Change 3533608 by Mark.Satterthwaite New manual Xcode project for glslang so that we include all the necessary code and can link again. Change 3534260 by Mark.Satterthwaite Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3. Change 3535789 by Yujiang.Wang Fix for wrong hair shading in forward shading * IBL reflections should be turned off for hairs Change 3537059 by Ben.Marsh Fixing case of iOS directories, pt1 Change 3537060 by Ben.Marsh Fixing case of iOS directories, pt2 Change 3538297 by Michael.Lentine Add shader comparison test. Adding the basic test case. Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default) Adding more exported functionality to automation for use in the shader test. Change 3538309 by Michael.Lentine Add missing file from Shader Test CL. Change 3538751 by Michael.Lentine Add missing pragma once. Change 3539236 by Michael.Lentine Do not ignore return values. Change 3539237 by Michael.Lentine Check in the correct file Change 3540343 by Rolando.Caloca DR - Added t.DumpHitches.AllThreads Change 3540661 by Yujiang.Wang Fix spot tube light direction * The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched * A new LightTangent is added to FDeferredLightData * Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere Change 3541129 by Rolando.Caloca DR - vk - Copy all Vulkan fixes from 4.17 Change 3541347 by Yujiang.Wang Fix wrong ViewFlags being set between objects when rendering shadow depth maps * Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state * Now SetViewFlagsForShadowPass recalculates and sets the flags on each call Change 3542603 by Rolando.Caloca DR - vk - Allow sharing samplers on Vulkan Change 3542639 by Jian.Ru Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection #RB Marcus.Wassmer Change 3543167 by Michael.Lentine Fix naming for the shader comparison tests. Change 3543210 by Uriel.Doyon Fixed an issue when computing material scales where the default material ends up being used instead of the required material. In that case, we used the default settings for texture streaming (assuming a scale of 1). Change 3543221 by Brian.Karis Simplifier optimizations Change 3543239 by Arciel.Rekman hlslcc: remove FCustomStd* workarounds. - This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system). - The same problem has been resolved by bundling libc++. Change 3543946 by Michael.Lentine Add comparison output. Change 3544277 by Brian.Karis Fixed uninitialized var error Change 3544404 by Rolando.Caloca DR - Fix broken textures Change 3544503 by Jian.Ru Ensure lighting failure delegates are always called #RB Marcus.Wassmer,Daniel.Wright #3689 Change 3545241 by Daniel.Wright Fixed spotlight whole scene shadows using a radius 2x too long Change 3545347 by Daniel.Wright Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame. Change 3546196 by Marcus.Wassmer Fix minor typo Change 3546459 by Daniel.Wright ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package. Change 3546469 by Jian.Ru Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation Change 3546804 by Daniel.Wright [Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events Change 3546814 by Daniel.Wright [Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows Change 3546815 by Daniel.Wright [Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation Change 3546817 by Daniel.Wright [Copy] Warmup time warning Change 3546828 by Daniel.Wright [Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch Change 3546836 by Daniel.Wright [Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data Change 3546849 by Rolando.Caloca DR - vk - Fix missing samplerstates - Fixes for structured buffers - Add missing Draw and Dispatch Indirect Change 3547516 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547542 by Brian.Karis Linear time 5-coloring for planar graphs. Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper. Change 3547563 by Brian.Karis Fixed some compiler warnings and hopefully some errors. Change 3547610 by Brian.Karis Replaced macros with inlined functions Change 3547620 by Brian.Karis Clean up includes Change 3547770 by Marcus.Wassmer GPU Crash for MTBF analytics Change 3547773 by Marcus.Wassmer Updated doxygen comment for new analytic Change 3548244 by Rolando.Caloca DR - Fix for translucency Change 3548352 by Yujiang.Wang Added soft source radius for point and spot lights * Soft source radius controls how 'blurry' the shape of specular lighting looks * Implemented by LobeRoughness modification * Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method * Suppoted LightTangent in forward shading Change 3548530 by Brian.Karis Fix for mac build Change 3548770 by Rolando.Caloca DR - vk - Prereq work for Vulkan parallel RHI contexts Change 3548772 by Jian.Ru Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer Change 3548865 by Daniel.Wright With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible. Change 3548952 by Rolando.Caloca DR - Allow separate samplers in the shaders on Vulkan Change 3549197 by Marcus.Wassmer Fix DX12 PIx not working in cooked builds Change 3549209 by Daniel.Wright Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries. Change 3549943 by Ben.Marsh Include better diagnostic information when a modified build product is detected after running a build step. Change 3550546 by Rolando.Caloca DR - Fix merge issue Change 3550962 by Marcus.Wassmer EarlyZ Masking requires full depth prepass, so just force it to. Change 3551062 by Daniel.Wright Handle NULL skylight Change 3551104 by Rolando.Caloca DR - vk - Remove assert to match other platforms Change 3551221 by Rolando.Caloca DR - vk - Add mirror clamp to edge extension - Fix framebuffer deletion Change 3551224 by Daniel.Wright Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold. Change 3551495 by Rolando.Caloca DR - vk - Intiial support for async queue Change 3552101 by Rolando.Caloca DR - vk - Fix for async Change 3552102 by Rolando.Caloca DR - SkinCache - Fix potential leak on staging buffers for recompute tangents - Integrate changes from 4.17 for memory optimizations Change 3552104 by Rolando.Caloca DR - vk - Support for SRVs for index buffers Change 3552838 by Rolando.Caloca DR - vk - Enable debug markers if found Change 3553106 by Rolando.Caloca DR - vk - Fixes for index buffer SRVs Change 3553107 by Rolando.Caloca DR - vk - Enable recompute tangents on Vulkan Change 3553154 by Rolando.Caloca DR - vk - Fix crash with null uav Change 3553342 by Yujiang.Wang Fix redundant skylights in AdvancedPreviewScene * PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading * AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene Change 3553481 by Rolando.Caloca DR - Integrate fix for D3D12 support of index buffers SRVs #jira UE-47674 Change 3553715 by Rolando.Caloca DR - Fix crash when launching PC with -featureleveles31 Change 3553725 by Rolando.Caloca DR - Redo fix Change 3553803 by Rolando.Caloca DR - Shader compile fixes for ES3.1 Change 3553963 by Rolando.Caloca DR - vk - Remove extra IRDump Change 3554741 by Ben.Marsh CIS fix. Change 3555222 by Rolando.Caloca DR - vk - static analysis fix Change 3555362 by Rolando.Caloca DR - vk - Prep work for separate present queue Change 3556800 by Daniel.Wright Fixed screenshot for simple volume material doc Change 3556942 by Brian.Karis Fixed Bokeh DOF regression. Change 3556959 by Rolando.Caloca DR - vk - Rework staging buffer peak usage Change 3557497 by Daniel.Wright Better display name for Unbound property on post process volume Change 3557499 by Daniel.Wright Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData. Change 3557068 by Olaf.Piesche Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further. IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change. #tests QAGame test maps Change 3558123 by Rolando.Caloca DR - vk - static analysis fix Change 3558685 by Yujiang.Wang Github #3323: Two sided foliage lightmap directionality fix * Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one * Now it uses a constant directionality value #jira UE-42523 Change 3559052 by Brian.Karis Hopefully fix static analysis Change 3559113 by Rolando.Caloca DR - Fix crash witrh planar reflections Change 3559275 by Yujiang.Wang Fix race condition on several scalability CVars between rendering thread and game thread Change 3559612 by Rolando.Caloca DR - vk - SM5 with uniform buffers backend support Change 3559716 by Rolando.Caloca DR - hlslcc - Fix linker warning on SCW debug Change 3559768 by Rolando.Caloca DR - vk - Keep ub names for bindings Change 3560195 by Rolando.Caloca DR - accessor Change 3560275 by Rolando.Caloca DR - vk - Support for uniform buffers Change 3560913 by Rolando.Caloca DR - vk - Fix static analysis Change 3561145 by Rolando.Caloca DR - Don't crash if out of resource table bits Change 3561194 by Rolando.Caloca DR - vk - Integrate timestamp fixes Change 3562009 by Rolando.Caloca DR - vk - Workaround for bad UTexture data Change 3563884 by Chris.Bunner VK_NULL_HANDLE fix. Change 3563885 by Jian.Ru Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner Change 3565943 by Jian.Ru Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner Change 3569479 by Michael.Lentine Integrate rhino shader changes to dev-rendering Change 3569511 by Michael.Lentine Fix formating and string out on windows. Change 3569572 by Yujiang.Wang Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs Change 3569614 by Yujiang.Wang Flush rendering commands before measuring the long GPU task's excution time to get accurate results Change 3570524 by Jian.Ru Add extra parentheses to avoid compilation warning #rb Chris.Bunner Change 3570722 by Chris.Bunner Static analysis workaround - same code, just validating compile-time assumptions a little further. Change 3570880 by Jian.Ru Add small depth offset to avoid depth test failing during velocity pass #jira UE-37556 Change 3572532 by Jian.Ru Disable a warning to let tests pass #jira UE-48021 Change 3573109 by Michael.Lentine Checkin Michael.Trepka's fix for external dynamic libraries on mac. This is needed to make the build go green on mac. Change 3573995 by Jian.Ru Move an include out of define to let nightly build pass Change 3574777 by Chris.Bunner Continued merge fixes. Change 3574792 by Rolando.Caloca DR - Rename todo Change 3574794 by Chris.Bunner Re-adding includes lost in a pre-merge merge. Change 3574879 by Michael.Trepka Disabled a couple of Mac deprecation warnings Change 3574932 by Chris.Bunner Merge fix. Change 3575048 by Michael.Trepka Fixed iOS compile warnings Change 3575530 by Chris.Bunner Duplicating static analysis fix CL 3539836. Change 3575582 by Chris.Bunner Fixed GetDimensions return type in depth resolve shaders. Compile error fix. Change 3576326 by Chris.Bunner Static analysis fixes. Change 3576513 by Michael.Trepka Updated Mac MCPP lib to be compatible with OS X 10.9 Change 3576555 by Richard.Wallis Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT. #jira UE-47549 Change 3576562 by Chris.Bunner OpenGL SetStreamSource stride updates. Change 3576589 by Michael.Trepka Fixed Mac CIS warnings and errors in Dev-Rendering Change 3576708 by Jian.Ru Fix cascade preview viewport background color not changing #jira UE-39687 Change 3576827 by Rolando.Caloca DR - Minor fix for licensee Change 3576973 by Chris.Bunner Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan). Change 3577729 by Rolando.Caloca DR - Fix for info on SCW crashes Change 3578723 by Chris.Bunner Fixed issue where custom material attribute was using display name as hlsl function name. Change 3578797 by Chris.Bunner Fixed pixel inspector crashing on high-precision normals gbuffer format. #jira UE-48094 Change 3578815 by Yujiang.Wang Fix for UE-48207 Orion cooked windows server crash on startup * Crash caused by rendering features not available in a dedicated server build * Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender() #jira UE-48207 Change 3578828 by Daniel.Wright Disable volumetric lightmap 3d texture creation on mobile Change 3579473 by Daniel.Wright Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps. Change 3580088 by Jian.Ru Fix QAGame TM-CharacterMovement crashing on PIE #jira UE-48031 Change 3580388 by Daniel.Wright Fixed shadowed light injection into volumetric fog fallout from Rhino merge Change 3580407 by Michael.Trepka Updated Mac UnrealPak binaries Change 3581094 by Michael.Trepka Fix for ScreenSpaceReflections not working properly on iOS 11 Change 3581242 by Michael.Trepka Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame #jira UE-48255 Change 3581489 by Olaf.Piesche Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475 #jira FORT-47068, FORT-49705 Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data. #tests FN LastPerfTest Change 3581544 by Simon.Tovey Fix for ensure accessing cvar from task thread. #tests no more ensure Change 3581934 by Chris.Bunner Fixed ConsoleVariables.ini break from merge. Change 3581968 by Jian.Ru Fix QAGame TM-ShaderModels PIE crash when resizing game viewport #jira UE-48251 Change 3581989 by Richard.Wallis Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before. #jira UE-46955 Change 3582632 by Chris.Bunner Resolved merge error. Change 3582722 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on GL #jira UE-48208 Change 3584096 by Rolando.Caloca DR - Fix for renderdoc crashing in shipping #jira UE-46867 Change 3584245 by Jian.Ru Fix System.Promotion.Editor.Particle Editor test crash #jira UE-48235 Change 3584359 by Yujiang.Wang Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion * Caused by dot(N, V) being negative * Clamp to (0, 1) #jira UE-48315 Change 3587864 by Mark.Satterthwaite Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer. #jira UE-48342 Change 3587866 by Mark.Satterthwaite Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong. Change 3588168 by Mark.Satterthwaite Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes. Change 3588192 by Rolando.Caloca DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled Change 3588291 by Rolando.Caloca DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers #jira UE-48299 Change 3590134 by Michael.Trepka Copy of CL 3578963 Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out. Change 3590405 by Rolando.Caloca DR - hlslcc - support for sqrt(uint) Change 3590436 by Mark.Satterthwaite Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes. Change 3590674 by Rolando.Caloca DR - vk - Integration from working branch - Fixes distance field maps - Compute pipelines stored in saved file - Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets Change 3590699 by Rolando.Caloca DR - Fix distance fields mem leak Change 3590815 by Rolando.Caloca DR - vk - Fixes for uniform buffers and empty resource tables Change 3590818 by Mark.Satterthwaite Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code. Change 3590905 by Mark.Satterthwaite For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this. #jira UE-48163 Change 3590961 by Mark.Satterthwaite Submitted on Richard Wallis's behalf as he's on holiday: Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead. There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms. #jira UE-46688, UE-39256, UE-47215 Change 3590965 by Mark.Satterthwaite Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems. Change 3590969 by Mark.Satterthwaite Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision. Change 3591871 by Rolando.Caloca DR - Enable PCSS on Vulkan & Metal - Enable capsule shadows on Vulkan Change 3592014 by Mark.Satterthwaite Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround. Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally. Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering. Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler. Change 3592171 by Rolando.Caloca DR - CIS fix Change 3592753 by Jian.Ru repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present) Change 3594595 by Rolando.Caloca DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely Change 3594794 by Michael.Trepka Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app Change 3594999 by Mark.Satterthwaite Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size). While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header. #jira UE-48342 Change 3595004 by Mark.Satterthwaite Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10. #jira UE-48342 Change 3595386 by Mark.Satterthwaite Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms. Change 3595394 by Rolando.Caloca DR - Added function for tracking down errors in the hlsl parser - Added support for simple #if 0...#endif Change 3599352 by Rolando.Caloca DR - Fixes for HlslParser - Added missing attributes for functions - Fixed nested assignment Change 3602440 by Michael.Trepka Fixed Metal shader compilation from Windows with remote compilation disabled #jira UE-48163 Change 3602898 by Chris.Bunner Resaving assets. Change 3603731 by Jian.Ru fix a crash caused by a material destroyed before the decal component #jira UE-48587 Change 3604629 by Rolando.Caloca DR - Workaround for PF_R8G8B8A8_UINT on Android #jira UE-48208 Change 3604984 by Peter.Sauerbrei fix for orientation not being limited to that specified in the plist #jira UE-48360 Change 3605738 by Chris.Bunner Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history). #jira UE-48748 Change 3606009 by Mark.Satterthwaite Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have. - When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to. - The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit. - Move the shader vertex layer clip-distance to index 2 to avoid conflicts. - Don't default initialise the debug code string for Metal shaders or it won't print out the actual code.... #jira UE-47663 Change 3606108 by Mark.Satterthwaite Temporary hack to avoid a crash in AVPlayer. #jira UE-48758 Change 3606121 by Mark.Satterthwaite Fix Windows compilation. Change 3606992 by Chris.Bunner Static analysis fix. [CL 3608256 by Marcus Wassmer in Main branch]
2017-08-24 15:38:57 -04:00
}