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UnrealEngineUWP/Engine/Source/Runtime/RenderCore/Private/StaticBoundShaderState.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
StaticBoundShaderState.cpp: Static bound shader state implementation.
=============================================================================*/
#include "StaticBoundShaderState.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "RenderingThread.h"
#include "Shader.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
PRAGMA_DISABLE_DEPRECATION_WARNINGS
TLinkedList<FGlobalBoundShaderStateResource*>*& FGlobalBoundShaderStateResource::GetGlobalBoundShaderStateList()
{
static TLinkedList<FGlobalBoundShaderStateResource*>* List = NULL;
return List;
}
FGlobalBoundShaderStateResource::FGlobalBoundShaderStateResource()
: GlobalListLink(this)
#if DO_CHECK
, BoundVertexDeclaration(nullptr)
, BoundVertexShader(nullptr)
, BoundPixelShader(nullptr)
, BoundGeometryShader(nullptr)
#endif
{
// Add this resource to the global list in the rendering thread.
if(IsInRenderingThread())
{
GlobalListLink.LinkHead(GetGlobalBoundShaderStateList());
}
else
{
FGlobalBoundShaderStateResource* Resource = this;
ENQUEUE_RENDER_COMMAND(LinkGlobalBoundShaderStateResource)(
[Resource](FRHICommandList& RHICmdList)
{
Resource->GlobalListLink.LinkHead(GetGlobalBoundShaderStateList());
});
}
}
FGlobalBoundShaderStateResource::~FGlobalBoundShaderStateResource()
{
// Remove this resource from the global list.
GlobalListLink.Unlink();
}
void FGlobalBoundShaderStateResource::ReleaseRHI()
{
// Release the cached bound shader state.
BoundShaderState.SafeRelease();
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3511476) #lockdown Nick.Penwarden ===================================== MAJOR FEATURES + CHANGES ===================================== Change 3372740 by Chris.Bunner [Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute). StencilSceneTexture added to deferred list. A few known issues to be fixed in a follow-up CL. Change 3374187 by Chris.Bunner Volume texture support for CombineLUTs/Tonemap compute pass. Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS. Skip compute post process out-of-bounds writes. Unsigned type conversion fixes. Trimmed compute post process shader inputs. Change 3441680 by Uriel.Doyon Added units to point light intensity, to allow the user to specify the value in candelas or lumens. New point light actors now configure the intensity in candelas by default. Replaced viewport exposure settings by an EV100 slider. Hidding the tone mapper in the show flag now still applies the exposure. Added a new AutoExposure method called EV100 which allows to specify : - MinEV100, MaxEV100 - Calibration Constnat - Exposure Compensation #jira UE-42783 Change 3454636 by Uriel.Doyon Fixed point light having an extra scale of 16 in mobile #jira UE-45272 Change 3454844 by Uriel.Doyon Fixed extra X16 on some point lights #jira UE-45250 Change 3454934 by Chris.Bunner Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability. Change 3461206 by Guillaume.Abadie Adds possibility to scene captures and player controller to render no primitives at all. Change 3461207 by Guillaume.Abadie Exposes showflag details to USceneCaptureComponent. This gives the possibility to configure scene capture's showflags in blueprint encapsulated compositing pipeline. #jira UE-6810 Change 3461233 by Chris.Bunner Added Log10 material expression. Added tooltip for Log2 and Log10. Change 3461434 by Michael.Trepka Copy of CL 3456118 In Metal RHI report texture streaming as immediately successful as on D3D to avoid a race-condition leading to deadlock between the Main, Game, Render & RHI threads. #jira UE-44961 Change 3461770 by Benjamin.Hyder Submitting TM-RayTracedDistanceField map Change 3461929 by Marc.Olano Add Sobol blueprint and material node test maps to RenderTest project Change 3462249 by Uriel.Doyon Translucency after DoF is now disabled when showflag postprocess is disabled. Change 3462371 by Brian.Karis VT addressing is now 64bit to support huge sparse virtualized volumes 16bit page tables working. Change 3462936 by Marc.Olano Extend Sobol testing map with comparision between Random Sobol and Next Sobol functions Change 3464394 by Uriel.Doyon Improved synchronization for texture streaming commands. This fixes an issue when accessing FStreamingTexture for pending textures. Change 3464743 by Guillaume.Abadie Adds .usf file extension on all shader's source file names and adds checks to verify them at engine load time. Change 3464818 by Guillaume.Abadie Fixes compilation error in FindShaderRelativePath Change 3465184 by Daniel.Wright r.Shadow.PreShadowResolutionFactor 1.0 on Epic shadow settings Change 3465283 by Marc.Olano Update Sobol Gray code tables to match random order tables Change 3465976 by Arne.Schober DR - [UE-44393] - The Canvas is using the Globalshaders for clearing but compilation is done asynconously at load time. Unfortunately there could be Code that uses a canvas to draw and cause this issue in between. There might be some plugins that do this. For now we need to wait and block for the shaqders to be compiled until we can allo the use of the canvas. #RB none Change 3467513 by Guillaume.Abadie Fixes an issue where primitives would no longer draw in gameplay. #jira UE-45550 Change 3471116 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms. Merge of CL 3327784 dev-editor stream from Michael Trepka with some extra changes. - Also removed Metal shader platforms from PlatformSupportsDebugViewShaders() otherwise we get a compiler error. HLSL register binds not implemented in metal backend. #jira UE-39108 Change 3471117 by Richard.Wallis Drop down menus clip on 27" Screen iMacs. Disable viewport HDR rendering on macOS 10.12.x when in editor. #jira UE-43026 Change 3471130 by Richard.Wallis Mac GPU hang causes editor output log to be written to the wrong file. Try to emulate windows behaviour when opening a file for reading or writing. Tested against behaviour of windows log file with multiple instances running. - Only defined in for Mac and non shipping. #jira UE-44934 Change 3471224 by Guillaume.Abadie Lets the ProjectFileGenerator to look at Shaders/ directories in plugin and game projects. Change 3471646 by Daniel.Wright Fixed ensure opening UT system settings Change 3471862 by Arne.Schober DR - revert accidently checked in changes. #RB Chris.Bunner Change 3472249 by Guillaume.Abadie Implements virtual shader source directory mapping. - /Engine/... maps to Engine/Shaders/... - /Plugin/FooBar/... maps to FooBar plugin's Shaders/ directory - /Project/... maps to project's Shaders/ directory Change 3472443 by Daniel.Wright Moved the Rendering category for lights to be just below the Light category, so the bVisible property is easily accessible Change 3474537 by Uriel.Doyon Fixed lighting needs rebuild happening after blueprint rescript and a non symetrical Quaterion != ToQuaternion(ToRotator(Quaternion) Change 3475192 by Guillaume.Abadie Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475209 by Guillaume.Abadie Back out changelist 3475192 Change 3475252 by Guillaume.Abadie Reland: Implements LensDistortion engine plugin. This CL import a polished version of Raven's lens distortion and undistortion from OpenCV parameters: - It is implemented as the first engine plugin with its own shaders and render thread commands; - Has feature tests in EngineTest with gold images directly extracted from OpenCV itself (GenerateLensDistortionUndistortReferences.py) Change 3475389 by Guillaume.Abadie Adds LensDistortion plugin's feature tests. Change 3475538 by Guillaume.Abadie Adds the /Engine/* prefix on all of the renderer's USF file references. Change 3475568 by Guillaume.Abadie Adds a check for virtual shader source file path format in FShaderType::FShaderType() Change 3475871 by Guillaume.Abadie Fixes a bug in shader compile worker, were an error in a relative #include USF file would trigger an check failure in CheckVirtualShaderFilePath Change 3475997 by Yujiang.Wang Workaround for a compiler optimization bug introduced in VS2015 Update 3. * The bug causes TSHVector<2>::CalcDiffuseTransfer to go to infinity at certain spot, making movable objects with ILCQ_Volume indirect lighting cache interpolation get very dark. * Debug builds don't exhibit this bug. * Semantics are exactly the same as the original code. Change 3476203 by David.Hill Compute SSAO: problem wiht AmbientOcclusionLevels and with various viewporttest sizes. Only seen when Levels >=2 #jira UE-45741 Change 3476536 by Benjamin.Hyder adding player start to Ray Traced Distance Field Shadows Map Change 3478298 by Benjamin.Hyder disabling mesh distance fields in Tm-Raytraced_DistanceField_Shadows map Change 3478948 by Rolando.Caloca DR - Nicer check Change 3478949 by Rolando.Caloca DR - Default GPU morphs to enabled Change 3478950 by Rolando.Caloca DR - By default -vulkan will launch SM5 Change 3478984 by Rolando.Caloca DR - Pass down -vulkan Change 3479655 by Richard.Wallis Video track does not switch in AVF Media Player. Need to disable unused video tracks to allow AVPlayerItemVideoOutput to decode the required track. - Minimal change to allow video track changes/selection. - Audio samples are extracted using AVAssetReaderTrackOutput but video uses AVPlayerItemVideoOutput. Video could also use AVAssetReaderTrackOutput to access the video data unless there is an iOS reason not to... - Flush the audio sink sample buffers so we get instant audio track changes #jira UE-39750, UE-39749 Change 3479834 by Rolando.Caloca DR - Fix issue with bad vertex colors (per licensee) Change 3480376 by Guillaume.Abadie Disables ComputeLightGrid() if no volumetric fog and no lighting. #jira UE-45377 Change 3480596 by Yujiang.Wang Fix for dynamic shadows and raytraced distance field shadows of directional lights not appearing in planar reflection * Bug caused by incorrect shadow culling volumes for cascaded shadow map and backface culling mode for WholeSceneShadowProjection * Fixed by taking View.bReverseCulling into account #jira UE-34452 Change 3480600 by Yujiang.Wang Fix for UE-42376 * The bug is caused by post-processing ambient cubemaps not being supported in forward shading currently. * This fix replaces all the occurences of them in CalcSceneView with a skylight using the cubemap * If a CalcSceneView is used solely for setting the PP ambient cubemap, it is removed. #jira UE-42376 Change 3480784 by Rolando.Caloca DR - hlslcc - Initial support for [RW]StructuredBuffer Change 3481690 by Uriel.Doyon Attempt to fix static analysis warning Change 3482012 by Simon.Tovey Fixed issue when building distribution lookup tables where the final sample fell short of the max input time. As sampling is done only over this range, under constant interpolation the final value was never actually sampled and so cut from the final optimized LUT. #tests constant interpolation now works. #jira UE-45614 Change 3482965 by Yujiang.Wang Some quality of life changes for UE-42757 * The UV overlay in static mesh editor now has a darker background * Selected edges are getting highlighted and bolder * When some edges are selected others turn grey #jira UE-42757 Change 3483014 by David.Hill Change labels on bloom boost from x,y,z to min, max, mult. #jira UE-43904 a PropertyRedirect in BaseEngine.ini allows this to work with older version. Change 3484573 by Yujiang.Wang Fix for shadow color not updated after light build when a texture is changed and reimported * Bug caused by counter-intuitive design of UMaterial::GetReferencedFunctionIds and UMaterial::GetReferencedParameterCollectionIds, both of which will reset the OutIds parameter * Renamed to AppendReferencedFunctionIdsTo and AppendReferencedParameterCollectionIdsTo, the resets are removed #jira UE-45647 Change 3484969 by Yujiang.Wang Fix for UE-39929 inconsistent type between C++ and shader code * MeshDistanceFieldCasterIndices is declared as Buffer<uint> in CapsuleShadowShaders.usf, while created as PF_R32_SINT in CapsuleShadowRendering.cpp * Changed PF_R32_SINT to PF_R32_UINT in CapsuleShadowRendering.cpp #jira UE-39929 Change 3485012 by Yujiang.Wang Fix for UE-39929 #2: Changed int32 to uint32 to match PF_R32_UINT #jira UE-39929 Change 3485146 by Guillaume.Abadie Destroyes scene capture's view states on the UnRegister, to avoid large memory usage cause by the ViewState's render targets when moving blueprints arround. #jira UE-43455 Change 3486602 by Joe.Conley Adding "texcoord" keyword to UMaterialExpressionTextureCoordinate so you can search for the name that is displayed on the node in the graph. Change 3487471 by Yujiang.Wang Github #3659: Improved performance of DumpUnbuiltLightInteractions * Replaced TArrays with TSets #jira UE-45783 Change 3487641 by Guillaume.Abadie Fixes some shader file name casing issues in LPV. Change 3488014 by Uriel.Doyon New AllowAsyncLoading flag for UTexture::CachePlatformData(). It allows to load the source texture data in the async task if the source bulk data was not yet loaded. Data loaded that way is not sharable between tasks and will be discarded. This is required because updating the source data is not thread safe. #jira UERNDR-190 #jira UE-33401 Change 3488249 by Uriel.Doyon Fixed long stall in UpdateResourceStreaming() caused by Actor.GetComponents() not resetting the number of actors anymore. Fixed inconsistent results in ALODActor::HasValidSubActors() caused by the same change. #jira UE-46004 Change 3490228 by Mark.Satterthwaite Fix the Nvidia driver bug with the old reversebits fallback function - you need to use the native reverse_bits intrinsic or use some uint(ushort()) casts to get the compiler to do the right thing, which means injecting the reverse_bits function in MetalBackend not the HLSL (as it has no such type). #jira UE-46067 Change 3490538 by Arne.Schober Back out changelist 3488249 #RB none Change 3490551 by Arne.Schober Back out changelist 3488249 #RB none Change 3491828 by Guillaume.Abadie Fixes another USf file reference casing issue in C++. Change 3491924 by Yujiang.Wang Fix for UE-43302 Crash when entering the DebugCreatePlayer console command with planar reflections in the level * Crash caused by check(Views.Num() <= 2); in SceneCaptureRendering.cpp * We still want to support at most 2 views for performance, but now instead of crash the planar reflections in additional views will simply turn black #jira UE-43302 Change 3492359 by Guillaume.Abadie Fixes non editor launches, failing in FGenericPlatformProcess::AddShaderSourceDirectoryMapping(). Change 3492367 by Marc.Olano Change Sobol texture size to 32x16, tweak distribution Change 3492599 by Marcus.Wassmer PR #3669: -Fix logmessages ParticleModules_Location.cpp (Contributed by UpwindSpring01) Change 3493473 by Uriel.Doyon Back out changelist 3490538 Change 3493590 by Uriel.Doyon Back out changelist 3490551 Fixed missing #pragma once Change 3493911 by Marcus.Wassmer Fix potential GPU crash/hang caused by out of bound subresource updates. Added checks at cross-platform level to catch any instance earlier. Change 3494139 by Uriel.Doyon Fixed shadow variable issue on UE4Editor Linux. Change 3494364 by Richard.Wallis Mac OpenGL Is No Longer Supported - Remove All Code & Shader Platforms - Part 2: Remove some more areas and fixes for previous attempt. Also removed OpenGL based GPU performance checks in EditorEngine.cpp - assuming that any GPU that can run Metal is currently OK for UE4. OpenGL left in the following areas: - OpenGLShaderCompiler - StandaloneRenderer The following files need to be reviewed in conjunction with CL 3471116 as there were some logic errors made: - OpenGLTexture.cpp #jira UE-39108 Change 3494413 by Guillaume.Abadie Updates r.InvalidateCachedShader and bump ShaderVersion.ush. Change 3494422 by Guillaume.Abadie Adds LensDistortion plugin's Private shader directory. Change 3494717 by Guillaume.Abadie Strengthens shader compiler with checks on generated file names and shader type file names. Change 3494763 by Guillaume.Abadie Removes a nolonger standing TODO in GlobalBeginCompileShader() that was automatically adding /Engine/ prefix to all relative virtual shader source file path. Change 3494985 by Rolando.Caloca DR - Integrate Vulkan Rewrite Change 3495031 by Rolando.Caloca DR - Delete file as it moved Change 3495032 by Rolando.Caloca DR - Show Vulkan SM5 instead of SM4 on windows packaging - Also added support for Vulkan SM5_UB Change 3495202 by Uriel.Doyon Fixed static analysis warning with pointer dereferencing. Change 3495342 by Rolando.Caloca DR - clang compile fix Change 3495354 by Rolando.Caloca DR - clang compile fixes Change 3495420 by Marc.Olano Use Sobol sampling for PCSS Change 3495799 by Rolando.Caloca DR - Delete old dev assets Change 3496202 by Mark.Satterthwaite Switch to using actual Vector*Matrix intrinsic for Metal to avoid a problem whereby the Metal compiler reorders operations in such a way that it loses precision and ends up being different between pre-pass and base-pass. #jira UE-46070 Change 3496253 by Uriel.Doyon Fixed static analysis warning for IncludeTool Change 3496631 by Guillaume.Abadie Makes AScreenshotFunctionalTest::ScreenshotOptions blueprint readable. Change 3496851 by Guillaume.Abadie Fixes back slash issues in Platform.usf. Change 3496852 by Guillaume.Abadie Fixes other back slashes includes in PS4 specific usf files. Change 3496941 by Guillaume.Abadie Adds a check() for no backslash in virtual shader file paths. Change 3497661 by Guillaume.Abadie Lets FLensDistortionCameraModel::GetUndistortOverscanFactor() early return 1.0 if the camera model is does an identity transform. Change 3497969 by Richard.Wallis Fix for start Up Movies Are not Playing for iOS Devices. Handle case when movie is loading aysnc in background - need to wait for state changes otherwise it skips intermediate movies. - Tested on iOS and Mac. #jira UE-39585 Change 3498035 by Guillaume.Abadie Polishes //Engine/Plugins/Compositing/LensDistortion/Shaders/Private/UVGeneration.usf from debuging artifacts. Change 3498101 by Rolando.Caloca DR - Compile fix Change 3498254 by Guillaume.Abadie Exposes comparing FLensDistortionCameraModel to blueprint with == and != operator nodes for cross frame uv displacement map caching. Change 3498264 by Guillaume.Abadie Integrate 3267269: Implements SceneCaptureComponent2D::bCameraCutThisFrame Change 3498371 by Yujiang.Wang Fix for UE-46149 Planar Reflections display screenspace info when viewports are >2 * Prevent planar reflections being rendered when ViewIndex >= GMaxPlanarReflectionViews * Now planar reflections in >2 viewports will fallback to other reflection methods (SSR, reflection captures) #jira UE-46149 Change 3498409 by Rolando.Caloca DR - Swap resolves Change 3498410 by Guillaume.Abadie Adds support for opacity output alpha for post process material when doing a draw material to render target. Change 3498705 by Rolando.Caloca DR - Add UID for debugging mem allocations Change 3498759 by Marcus.Wassmer No post processing in vertexcolor view mode #jira UE-44704 Change 3498891 by Rolando.Caloca DR - Minor Vulkan per frame allocator refactor in prep for changes Change 3499206 by Rolando.Caloca DR - Fix temp frame allocator OOM on Vulkan #jira UE-45913 Change 3499319 by Rolando.Caloca DR - Vulkan support for StorageBuffer Change 3499339 by Rolando.Caloca DR - Remove deprecated typedef Change 3499400 by Rolando.Caloca DR - Remove some RHICmdList deprecated functions Change 3499422 by Rolando.Caloca DR - Allow buffer transitions inside render passes Change 3500370 by Rolando.Caloca DR - Compile fix Change 3500474 by Rolando.Caloca DR - Fix static analysis Change 3500517 by Guillaume.Abadie Exposes r.PostProcessing.PropagateAlpha to the renderer settings. Change 3500537 by Guillaume.Abadie Fixes a bug where scene capture WorldToView matrix would get scale != 1 when scaling the scene capture actor in the world. #jira UE-39389 Change 3501069 by Mark.Satterthwaite Bring back temporary 4.16 fix for iOS 9 (CL #3425995) into Dev-Rendering for 4.17 as a real fix will need to wait for 4.18. temporary fix for skewed textures on IOS 9 #jira UE-44468 Change 3501164 by Michael.Lentine PR #3402: UE-43131: Format argument count not equal to actual arguments (Contributed by projectgheist) Change 3501222 by Benjamin.Hyder Checking in Tm_SobolNoise map Change 3501612 by zachary.wilson Adding testing content for RTDF shadows on planar reflections Change 3501708 by Guillaume.Abadie Break FPostProcessSettings into smallers structs. Change 3501830 by Olaf.Piesche #jira UE-39628; using fix proposed in UDN, will investigate further Change 3501954 by Marcus.Wassmer Duplicate 3480903 Light culling safety measures. Change 3502032 by Mark.Satterthwaite Fix generation of Metal precompiled headers for the bytecode compiler when using Xcode 9. Change 3502118 by Uriel.Doyon Fixed shader compilation issues. Change 3502191 by Guillaume.Abadie Implements Composure plugin to make compositing in UE4 easier. Change 3502192 by Guillaume.Abadie Implements Composure feature testing in EngineTests Change 3502196 by Guillaume.Abadie Creates a dependency of Composure plugin over LensDistortion plugin. Change 3502213 by Arciel.Rekman Fix for loading shaders on Linux (UE-46276). Change 3502243 by Brian.Karis Bent normal map support. Multibounce AO. Spherical Gaussian based specular occlusion. Change 3502506 by Guillaume.Abadie Fixes compilation failure in Composure with unity build. Change 3502507 by Guillaume.Abadie Fixes composure Set Pass with Render Target blueprint helper. Change 3502510 by Guillaume.Abadie Attempts to fix ComposureUtils.cpp compile errors. Change 3502515 by Guillaume.Abadie Some other composure failure fixes. Change 3502545 by Guillaume.Abadie Fixes some unity build related error in Composure. Change 3502548 by Guillaume.Abadie Fixes last missing includes in ComposurePostProcessPass.cpp Change 3502672 by Guillaume.Abadie Fixes linux warning in Composure. Change 3502790 by Ryan.Brucks float4 PseudoVolumeTexture: Fixed frame layout being a float instead of float2. Now works correctly with non-square frame layouts. Only called in custom nodes and calling with a float still functions properly so no old content will break. Change 3502836 by Guillaume.Abadie Propagates scene capture engine showflag changes from blueprint editor to the blueprint instances. #jira UE-6810 Change 3503096 by Guillaume.Abadie Resave a unversioned asset. Change 3503228 by Yujiang.Wang Fix for UE-45646 Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry * Bug caused by bReflectiveShadowmap not being passed into SetViewFlagsForShadowPass * Replaced the true with bReflectiveShadowmap #jira UE-45646 Change 3503284 by Rolando.Caloca DR - Fixed initial clear on rendertargets - Added support for r.Vulkan.EnableValidation 1, 2, 3 & 4 - Dump the vulkan log into VS output log - Added validation for layouts when using dump log Change 3503545 by Arciel.Rekman Fix black UI on Linux (UE-46333) - Rebuilt hlslcc with clang 3.7.0. Whatever issues we're running in with newer clangs still seem to persist. #jira UE-46333 Change 3503638 by Daniel.Wright [Copy] Changed DynamicBentNormalAO back to fp16, as PF_FloatR11G11B10 was not enough precision and introduced banding Change 3503787 by Marcus.Wassmer Fix difference between gpu/cpu morph target application Change 3503902 by Marcus.Wassmer Roll back TAA refactor until we have time to look into the bad interaction with DOF. Change 3503953 by Arne.Schober DR - UE-46319 - borked Reflections: The resource transition needs to be in this weired place for PS4 and switch until we teach the interface to know about subresources. #RB Marcus.Wassmer Change 3504131 by Rolando.Caloca DR - Maintain a cache of pipeline and descriptor set layouts - Fix marker dump Change 3504462 by Guillaume.Abadie Fixes an assertion failure that was failing because compute light grid was not done, but the shader used where not necessarily using compute light grid results. #jira UE-46277 Change 3504779 by Chris.Bunner Potential static analysis fix. #jira UE-46360 Change 3504950 by Marc.Olano Allow Sobol material nodes & textures only if feature level is at least ES3.1 #jira UE-46334 #jira UE-46317 Change 3505035 by Daniel.Wright Increased MaxSearchCount in GetShaderIncludes. The previous limit of 20 is now getting hit in BasePassPixelShader.usf, causing compiles to fail erroneously. Change 3505386 by Daniel.Wright GetShaderIncludes handles infinite recursion gracefully, needed by Metal causing BasePassTessellation.usf to include BasePassVertexShader.usf Change 3505491 by Rolando.Caloca DR - Fix crash on first frame of particles on modern APIs Change 3505557 by Chris.Bunner [Duplicate] Workaround for outdated shader map crash. #jira UE-46061 Change 3506071 by Rolando.Caloca DR - Vulkan fixes - Fix copy out of bounds reading textures to CPU - Defer event deletion - Split validation for errors and warnings - Skip validation error about attachment not used Change 3506698 by Guillaume.Abadie Fixes Composure alpha channel clobering and performance regression in bloom and tonemapper passes caused by scene capture API compatibility breakage brought by Fortnite merge. Change 3506797 by Rolando.Caloca DR - Fix static analysis #jira UE-46428 Change 3506861 by Rolando.Caloca DR - Fix crash due to layering violation #jira UE-46424 #jira UE-46431 Change 3508098 by Rolando.Caloca DR - Fix for Vulkan ES31 crash - Fix for AMD ensure Change 3508123 by Rolando.Caloca DR - Disable occlusion queries on Vulkan to avoid flickering - Fix for bad HZB & cube mips on Vulkan (now using RHIGenerateMips) - Fix for decal blending #jira UE-46376 Change 3509064 by Uriel.Doyon Changing the logic arround generating an error when HasHadBulkDataCleared() so that it only triggers if the DDC are not found. #jira UE-46427 Change 3509854 by Marc.Olano Fix 2D Sobol gray code numbers. Just changes some numbers in initialization tables, so no effect on existing tests or content. Change 3509920 by Marcus.Wassmer Fix LPV fastvram ensure Change 3509937 by Rolando.Caloca DR - Fix crash due to deleted viewport #jira UE-46281 Change 3509988 by Marcus.Wassmer Roll back part of Sobol fix to avoid full shader recompile for integration. Change 3510255 by Rolando.Caloca DR - Fix popup window ensure #jira UE-46511 Change 3510646 by Marcus.Wassmer fix ios compiles Change 3511442 by Rolando.Caloca DR - Change mesh simplification check to ensure/checkslow to unblock #jira UE-46538 DONE! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX CHANGES WITH MULTIPLE PLATFORMS!!! YOU MUST COPY THESE INTO THE OTHER ONES AS MAKES SENSE!! XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Change 3467095 by Guillaume.Abadie Nukes all += TEXT(".usf") #jira UE-45530 Change 3475084 by Guillaume.Abadie Fixes compilation failure of the shader compiler on PS4 and XboxOne Change 3477464 by Guillaume.Abadie Fixes dumpshaderinfo that generate unecessary sub directory, breaking shell scripts. Change 3494395 by Guillaume.Abadie Moves all engine shader files into Public and Private directory, and introduce the .ush extensions for header file that do not contains entry points. DONE! [CL 3511602 by Marcus Wassmer in Main branch]
2017-06-27 11:38:28 -04:00
PRAGMA_ENABLE_DEPRECATION_WARNINGS