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UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessStreamingAccuracyLegend.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
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 "PostProcess/PostProcessStreamingAccuracyLegend.h"
#include "UnrealEngine.h"
#include "DebugViewModeRendering.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
namespace
{
void DrawDesc(FCanvas& Canvas, float PosX, float PosY, const FText& Text)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
{
Canvas.DrawShadowedText(PosX + 18, PosY, Text, GetStatsFont(), FLinearColor(0.7f, 0.7f, 0.7f), FLinearColor::Black);
}
void DrawBox(FCanvas& Canvas, float PosX, float PosY, const FLinearColor& Color, const FText& Text)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
{
Canvas.DrawTile(PosX, PosY, 16, 16, 0, 0, 1, 1, FLinearColor::Black);
Canvas.DrawTile(PosX + 1, PosY + 1, 14, 14, 0, 0, 1, 1, Color);
Canvas.DrawShadowedText(PosX + 18, PosY, Text, GetStatsFont(), FLinearColor(0.7f, 0.7f, 0.7f), FLinearColor::Black);
}
void DrawCheckerBoard(FCanvas& Canvas, float PosX, float PosY, const FLinearColor& Color0, const FLinearColor& Color1, const FText& Text)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
{
Canvas.DrawTile(PosX, PosY, 16, 16, 0, 0, 1, 1, FLinearColor::Black);
Canvas.DrawTile(PosX + 1, PosY + 1, 14, 14, 0, 0, 1, 1, Color0);
Canvas.DrawTile(PosX + 1, PosY + 1, 7, 7, 0, 0, 1, 1, Color1);
Canvas.DrawTile(PosX + 8, PosY + 8, 7, 7, 0, 0, 1, 1, Color1);
Canvas.DrawShadowedText(PosX + 18, PosY, Text, GetStatsFont(), FLinearColor(0.7f, 0.7f, 0.7f), FLinearColor::Black);
}
} //! namespace
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
#define LOCTEXT_NAMESPACE "TextureStreamingBuild"
FScreenPassTexture AddStreamingAccuracyLegendPass(FRDGBuilder& GraphBuilder, const FViewInfo& View, const FStreamingAccuracyLegendInputs& Inputs)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
{
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
if (Output.IsValid())
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
{
AddDrawTexturePass(GraphBuilder, View, Inputs.SceneColor, Output);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3219450) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3148067 on 2016/10/01 by Daniel.Wright Support for ReflectionEnvironment and light type show flags with ForwardShading Change 3149085 on 2016/10/03 by Daniel.Wright Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead Change 3162206 on 2016/10/13 by Chris.Bunner Merging Dev-MaterialLayers to Dev-Rendering, CL 3161593: Material expressions; Trig, fast-trig, saturate, round, truncate, pre-skinned normal. Added CustomEyeTangent to material attributes. Resolved some hard-coded attribute typing and other minor fixes. Change 3186067 on 2016/11/03 by Daniel.Wright Updated Stationary primitive tooltip to indicate that it allows the primitive to be changed, but not moved Change 3186069 on 2016/11/03 by Daniel.Wright Using a weighted geometric mean to combine multiple Distance Field Indirect Shadows, greatly reduces over-occlusion when overlap is high Change 3186084 on 2016/11/03 by Mark.Satterthwaite Duplicate 3172511: Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them. #jira UE-37481 Change 3186089 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3169764: Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627. #jira FORT-27627 Change 3186113 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183807: Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649: - Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS. - Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version. #jira FORT-31649 Change 3186116 on 2016/11/03 by Mark.Satterthwaite Duplicate CL #3183823: Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects. Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations. #jira FORT-31649 Change 3186818 on 2016/11/04 by Chris.Bunner PR #2907 Export UMaterialExpressionNoise (contributed by kayosiii). Change 3186979 on 2016/11/04 by Rolando.Caloca DR - Misc minor cleanup Change 3187169 on 2016/11/04 by Uriel.Doyon Incremental insertion of level data between PostLoad and AddToWorld Change 3187205 on 2016/11/04 by Mark.Satterthwaite Compile fixes for iOS. Change 3187389 on 2016/11/04 by Uriel.Doyon Fix for possible stall when loading hidden level Change 3187598 on 2016/11/04 by Michael.Trepka MetalViewport compile fix Change 3187678 on 2016/11/04 by Uriel.Doyon Fix for landscape grass textures not being streamed in correctly. Change 3187731 on 2016/11/04 by Rolando.Caloca DR - Start making type safe some cross compiler enums Change 3187824 on 2016/11/04 by Rolando.Caloca DR - clang compile fix Change 3187953 on 2016/11/04 by Rolando.Caloca DR - vk - Mac compile fix Change 3188696 on 2016/11/07 by Mark.Satterthwaite Another iOS compile fix for new MetalViewport validation code. Change 3188906 on 2016/11/07 by Rolando.Caloca DR - Show permutation of LUTBlender Change 3189094 on 2016/11/07 by Chris.Bunner Fix RemoveAAJitter from projection matrix. #jira UE-37701, UE-38003 Change 3189134 on 2016/11/07 by Daniel.Wright Fix for CreateRenderTarget2D called in construction script during cooking Change 3189145 on 2016/11/07 by Chris.Bunner Follow-up to CL 3186818, export UMaterialExpressionVectorNoise. Change 3189239 on 2016/11/07 by Daniel.Wright Added show flag for Contact Shadows, disabled in planar reflections Change 3189252 on 2016/11/07 by Daniel.Wright Support for Reflection Capture intensity with simple reflections, which are the default with Forward Shading Change 3189406 on 2016/11/07 by Mark.Satterthwaite Really fix the last of the iOS compile errors from changes to the MetalViewport code. Change 3190854 on 2016/11/08 by Ben.Woodhouse XB1: Fix memory corruption with RHICreateVertexBuffer and RHICreateIndexBuffer when using initial data (Procedural Mesh Component crash) #jira UE-34264 #fyi james.golding #fyi keith.judge Change 3190962 on 2016/11/08 by Olaf.Piesche Unshelved from pending changelist '3176615' - Gil's fix for race condiiton with particle vertex factory reuse across different passes; potential to fix a number of issues Change 3191959 on 2016/11/09 by Uriel.Doyon Removed some static primitives from the dynamic primitive handler for texture streaming. Change 3193122 on 2016/11/10 by Chris.Bunner Always update non-preview material resources for use in code preview. #jira UE-38223 Change 3193190 on 2016/11/10 by Gil.Gribb UE4 - Fixed rare bug with shadow groups rendering things that have not been setup to render this frame. #jira UE-36379 Change 3193523 on 2016/11/10 by Uriel.Doyon Fixed incorrect section bounds used for texture streaming. Change 3193962 on 2016/11/10 by Uriel.Doyon Added defrag of dynamic bounds used for the texture streaming. Allows to remove unused bounds over time. Change 3193974 on 2016/11/10 by Uriel.Doyon New "Required Texture Resolution" view mode. Showing the ratio between the currently streamed texture resolution and the resolution wanted by the GPU. Change 3194109 on 2016/11/10 by Uriel.Doyon Another patch on material bounds used for texture streaming. Change 3194665 on 2016/11/11 by Chris.Bunner Duplicated behavior for inherited velocity scaling scaling to vert/surface spawned particles. Change 3194734 on 2016/11/11 by Rolando.Caloca DR - vk - Simplified some texture casting Change 3194867 on 2016/11/11 by Rolando.Caloca DR - vk - SM5 fixes Change 3195176 on 2016/11/11 by Chris.Bunner Fixed incorrectly updated NVAPI error. Change 3195425 on 2016/11/11 by Uriel.Doyon Fixed possible invalid level reference in the texture streamer Change 3196512 on 2016/11/14 by Gil.Gribb Merging //UE4/Dev-Main@3196156 to Dev-Rendering (//UE4/Dev-Rendering) Change 3196750 on 2016/11/14 by Marcus.Wassmer Fix ordering problem with GPU cache transitions Change 3196815 on 2016/11/14 by Daniel.Wright Suppressed 'Instanced stereo rendering is not supported' warning showing up in CIS Change 3196818 on 2016/11/14 by Daniel.Wright Fixed FIndirectLightingCache::UpdateCachePrimitivesInternal churning through a bunch of temporary memory Change 3196819 on 2016/11/14 by Daniel.Wright Volume lighting samples are allowed outside of the importance volume if their influence affects the volume. Fixes black indirect lighting on movable components in maps with small importance volumes. Volume lighting samples placed on surfaces use a radius that covers the layer height spacing, which prevents an uncovered region between layers Change 3197243 on 2016/11/14 by Uriel.Doyon Async Task For Updating static component LastRender time #jira UE-24268 Change 3197359 on 2016/11/14 by Daniel.Wright Added Inscattering Texture controls to ExponentialHeightFog * When InscatteringColorCubemap is specified, directional light inscattering is disabled * Lerps betwen 1x1 mip at NonDirectionalInscatteringColorDistance to mip 0 at FullyDirectionalInscatteringColorDistance * Added FogCutoffDistance, so artists can prevent fog on skyboxes (requires fog to be setup matching the fog that was rendered into the sky texture so that distant mountains match) * Fog shader permutations based on what feature is enabled Change 3198419 on 2016/11/15 by Chris.Bunner PS4 HDR: Runtime toggle (backbuffer recreation on resize matching), UI composition. Matches PC behavior and controls. HDR: Generalized buffer formats, cvar consistency pass, LUT for UI composition, refactoring common functions. Exposed RHICreateTargetableShaderResource3D. Moved some (translucent) volume rendering helpers to allow access in Slate. Change 3198822 on 2016/11/15 by Daniel.Wright Mac compile fix Change 3199509 on 2016/11/15 by Uriel.Doyon Added support for viewmode param asset name (and note just param value). Used to investigate texture streamer behavior. Change 3199578 on 2016/11/15 by Rolando.Caloca DR - Add some shader resource tables to SCW when running with -directcompile Change 3199698 on 2016/11/15 by Rolando.Caloca DR - vk - Refactor shader & descriptor bindings Change 3199712 on 2016/11/15 by Rolando.Caloca DR - vk - r.Vulkan.StripGlsl to always strip glsl at runtime to save memory per shader Change 3199717 on 2016/11/15 by Rolando.Caloca DR - vk - Show hitching PSO info again Change 3199750 on 2016/11/15 by Rolando.Caloca DR - SCW clang compile fixes Change 3200353 on 2016/11/16 by Rolando.Caloca DR - vk - Mac fix Change 3200358 on 2016/11/16 by Chris.Bunner Only allow UI composition on platforms we currently use it. Change 3200823 on 2016/11/16 by Chris.Bunner Remove expression key attribute ID when not translating an attribute output to allow intended expression sharing. #jira UE-38699 Change 3200947 on 2016/11/16 by Mark.Satterthwaite Fix UE-38695 by not trying to resize the viewport on the wrong thread. #jira UE-38695 Change 3201069 on 2016/11/16 by Daniel.Wright Fog inscattering texture limited to SM4 and above, fixes ES2 compile errors Change 3201346 on 2016/11/16 by Brian.Karis Temporal AA fix for correct edge gradients. Filtering now combined with importance sampling. Enabled Catmull-Rom resolve filter. Results are now slightly sharper. Fixed antighosting. Will yet require a dilation to be perfect. Optimized bicubic filtering to 5 taps instead of 9. Cleaned out unused code. Change 3201369 on 2016/11/16 by Brian.Karis Bicubic texture sample Change 3201522 on 2016/11/16 by Rolando.Caloca DR - vk - Fix static analysis issues Change 3201878 on 2016/11/17 by Chris.Bunner Temporarily disable Nvapi HDR error logging. #jira UE-38529 Change 3202108 on 2016/11/17 by Simon.Tovey Assets with easy repro for flickering particles bug Change 3202181 on 2016/11/17 by Rolando.Caloca DR - vk - CIS android fix Change 3202325 on 2016/11/17 by Ben.Woodhouse Integrate 4.14.1 fix from 14 //UE4/Release-4.14 (@3201850) Fix CreateVertexbuffer and CreateIndexBuffer memory corruption (Procedural Mesh Component crash) #jira UE-34264 Change 3204394 on 2016/11/18 by Guillaume.Abadie PR #2808: AlphaComposite Fog Opacity fix (Contributed by moritz-wundke) #br Ben.Woodhouse Change 3204428 on 2016/11/18 by Guillaume.Abadie Fixes a couple of issues in decals: * Crash in FDecalDrawingPolicyFactory::DrawMesh() * ActorPostion material expression * PixelNormalWS material expression * Missing renaming from DEFERRED_DECAL to DECAL_PRIMITIVE #jira UE-38327, UE-38158, UE-37818, UE-37350 Change 3204429 on 2016/11/18 by Uriel.Doyon Darker default undefined accuracy. Reenabled the texture streaming build in the build all. Change 3204458 on 2016/11/18 by Chris.Bunner Shader truncation warnings fix. Change 3204459 on 2016/11/18 by Chris.Bunner Engine 'Passthrough' material fuction fix. V4 is now actually a V4. Change 3204460 on 2016/11/18 by Chris.Bunner Correctly handle some known Nvapi warnings. #jira UE-38529 Change 3204653 on 2016/11/18 by Marc.Olano Helper functions for tiled textures Checking in for Ryan Brucks Change 3204863 on 2016/11/18 by Arne.Schober DR - Replaced ENQUEUE_UNIQUE_RENDER_COMMAND with a Debuggable template Implementation Change 3204939 on 2016/11/18 by Arne.Schober DR - Make clang happy Change 3204968 on 2016/11/18 by Arne.Schober DR - UE-38494 - Fixed SpeedTree Wind crash, when force deleting the Asset. Change 3206293 on 2016/11/21 by Uriel.Doyon New member bHasStreamingUpdatePending in UTexture2D to delay update of global distance fields. Set to true when the streamer can possibly load a mip in the near future. #jira UE-37787 Change 3206551 on 2016/11/21 by Chris.Bunner Added material update context when forcing all shaders to recompile. #jira UE-38481 Change 3206644 on 2016/11/21 by Benjamin.Hyder Updating Planar Reflection example in TM-Shadermodels. Change 3206899 on 2016/11/21 by Rolando.Caloca DR - vk - SM5 fixes Change 3206900 on 2016/11/21 by Rolando.Caloca DR - Added missing strings for shader formats Change 3206983 on 2016/11/21 by Rolando.Caloca DR - vk - Support for SV_Coverage Change 3207237 on 2016/11/22 by Simon.Tovey Exporting particle module base and a couple of child classes as it's commonly requested. #test compiles Change 3207241 on 2016/11/22 by Gil.Gribb Merging //UE4/Dev-Main@3206998 to Dev-Rendering (//UE4/Dev-Rendering) Change 3207520 on 2016/11/22 by Ben.Woodhouse Cherry picked from //Fortnite/Main@3206301 Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3207541 on 2016/11/22 by Ben.Woodhouse Cherry picked from //fortnite/Main@3207422 * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3207654 on 2016/11/22 by Chris.Bunner Don't flag 16-bit PNG/JPG textures as sRGB on import. #jira UE-30279 Change 3208434 on 2016/11/22 by Rolando.Caloca DR - vk - UAV transitions Change 3208490 on 2016/11/22 by Chris.Bunner Break material code sharing when we detect an unresolvable loop. By default change IsResultMA loop detection to stop on functions as we can determine type definitively. Unified IsResultMA detection across switch nodes. Change 3208860 on 2016/11/23 by Rolando.Caloca DR - vk - Fix some format issues Change 3209265 on 2016/11/23 by Arne.Schober DR - originally unshelved from 3153924 - Made Depth and Velocity Rendering Passes to use PSO only RHI interface, We are now passing down two structs that collect all the necessary information for the drawing policies to construct a PSO object. One during construction of the Policy, which contains information abouyt the CullMode, FillMode and PrimType. And another during rendering that passes infomation like BlendState and DepthStencilState down to the low levelrenderer into SetSharedState. Performance of the static drawlist ist slightly slower (less than 0.1ms on Consoles) due to some addtional branches and copies. The branches in the FDrawingPolicyRenderState will go away as soon as everything is converted to use the PSO interface. Performace of the GPU is slightly better due to less context rolls (mainly CullMode sorts in differently now) Change 3209305 on 2016/11/23 by Guillaume.Abadie Fix contact shadow's assemption on objects thickness Change 3209334 on 2016/11/23 by Brian.Karis Fixed TAA handling of alpha. Switched the meaning of AA_ALPHA to make sense. Change 3209903 on 2016/11/24 by Guillaume.Abadie Cherry picks alpha through post processing changelists 3201959, 3204143 and 3209883 from //UE4/Private-Partner-NREAL Change 3209973 on 2016/11/24 by Ben.Woodhouse Fix D3D11 and 12 static analysis warnings reported by Rob Troughton of Coconut Lizard (http://coconutlizard.co.uk/blog/ue4/pvs-studio-part5/) Change 3210023 on 2016/11/24 by Uriel.Doyon Fixed an issue with DropDetail when FixedFrameRate was set to a value smaller than MinDesiredFrameRate. #jira UE-37210 Change 3210026 on 2016/11/24 by Ben.Woodhouse Disable renderthread hang detection if a debugger is present, so we can debug the renderthread without crashing Change 3210049 on 2016/11/24 by Ben.Woodhouse Fix mac build Change 3210071 on 2016/11/24 by Uriel.Doyon Fixed an issue with masked materials and shader complexity viewmode when DBuffer Decals are enabled. #jira UE-37542 Change 3210374 on 2016/11/25 by Ben.Woodhouse * Fix issues with fast cleared dbuffer targets not being resolved when no decals are in the scene. This caused graphical corruption on XB1 and ensure failures on PS4 (with RHIThread disabled) * Move Decal rendertarget manager function implementations out of the header. #jira UE-38879 Change 3210390 on 2016/11/25 by Uriel.Doyon Fixed cubemap resourcesize not taking into account mipgen settings #jira UE-37045 Change 3210407 on 2016/11/25 by Uriel.Doyon "resavepackages" commandlet now supports -buildtexturestreaming that rebuilds the map texture streaming data. That can be used in combination with -buildlighting. Change 3210563 on 2016/11/27 by Rolando.Caloca DR - vk - Integrate cached memory fixes and PF_D24 format fix #jira UE-39025 PR #2974 Change 3210564 on 2016/11/27 by Rolando.Caloca DR - Fix for GL linker PR #2975 #jira UE-39029 Change 3210592 on 2016/11/27 by Rolando.Caloca DR - vk - SM5 fixes Change 3210597 on 2016/11/27 by Rolando.Caloca DR - vk - Prep for staging UB copies to GPU memory Change 3210600 on 2016/11/27 by Rolando.Caloca DR - vk - Extract generic range code Change 3210613 on 2016/11/27 by Rolando.Caloca DR - vk - Added r.Vulkan.SubmitOnDispatch Change 3211054 on 2016/11/28 by Rolando.Caloca DR - vk - Missing reference Change 3211330 on 2016/11/28 by Chris.Bunner Shader compile error for max texture coordinate count on skinned meshes. Change 3211384 on 2016/11/28 by Arne.Schober DR - Enforce move on EnqueueRenderCommand Lambda Change 3211431 on 2016/11/28 by Gil.Gribb Merging //UE4/Dev-Main@3211016 to Dev-Rendering (//UE4/Dev-Rendering) Change 3211738 on 2016/11/28 by Gil.Gribb IWYU fixes after merge Change 3212231 on 2016/11/28 by Richard.Wallis Fix build errors Change 3212253 on 2016/11/28 by Richard.Wallis Remove MacGraphicsSwitching plugin. #jira UE-37640 Change 3212310 on 2016/11/28 by Rolando.Caloca DR - vk - Update glslang to 1.0.33.0 Change 3212446 on 2016/11/28 by Guillaume.Abadie Implements PreviousFrameSwitch material expression Change 3212594 on 2016/11/28 by Arne.Schober DR - Fix missing include Change 3212681 on 2016/11/29 by Rolando.Caloca DR - vk - Auto flush for compute shader Change 3213000 on 2016/11/29 by Gil.Gribb temp fix for PF_MAX Change 3213161 on 2016/11/29 by Ben.Woodhouse Integrate latest D3D12 changes from //depot/Partners/Microsoft/UE4-DX12/...@3211714 Using: - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Runtime/D3D12RHI/...@3211714 //UE4/Dev-Rendering/Engine/Source/Runtime/D3D12RHI/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/ThirdParty/Windows/DirectX/...@3211714 //UE4/Dev-Rendering/Engine/Source/ThirdParty/Windows/DirectX/... - p4 integrate //depot/Partners/Microsoft/UE4-DX12/Engine/Source/Programs/UnrealBuildTool/...@3211714 //UE4/Dev-Rendering/Engine/Source/Programs/UnrealBuildTool/... Changes from UE4-DX12: *** CL 3183818 *** Update D3D12 RHI to 4.14: - Merged changes from Epic up until 10/20/16 - Fixed an issue where command allocators where resetting too early. I changed to aggressive command list batching by default now that more SubmitCommandListHint calls exist in the upper engine, we don't need to worry about starving the GPU. Fewer ExecuteCommandLists calls means better performance and fewer Signals() so this change provides a GPU perf win. I had to fix an issue with aggressive batching where we would sometimes hold on to a command list long enough (in the pending list) but hadn't executed it yet. The command allocator was being put back in the queue of allocators during ReleaseCommandAllocator() without a syncpoint set and was thus being reset too early. I added a simple counter to the command allocator so it could track how many command lists were using it. It doesn't need to be thread safe since only one thread uses a command allocator at a time. I also added some stats around the # command lists and # command allocators since it would be possible to leak command allocators now if it's pending command list count isn't decremented correctly. In that case we'd keep creating new command allocators and eventually run out of memory. -Remove clear during allocate in the FD3D12FastConstantAllocator and FD3D12FastAllocator. The supplied resource locations are assumed to be new and thus don't need to be cleared. -Cleanup D3D12RHI stats. There were some unused stats as well as some missing ones. -Mark shader resource table uniform buffers as dirty only when the shader changes. Cleanup SetComputeShader calls and Dispatch calls to not set/unset the CS for each Dispatch. -Remove unused Check SRV resolved code that epic added to the D3D11 RHI and was brought over. We dont need it and we won't use this. -Remove "always on" cycle counters for high frequency RHI methods like RHISetShaderTexture. These should use the engine's stat macros as they are removed on TEST + SHIPPING builds. On Xbox a significant amount of CPU time is spent in things like QueryPerformanceCounter even when STATS aren't enabled. Currently 1% of an entire capture on XBOX is spent inside this call. I improved and cleaned up high freqency call stacks like: - RHISetShaderTexture - RHISetShaderResourceViewParameter - RHISetShaderParameter - RHISetUAVParameter In general I moved to use templated functions, removed unused parameters, unnecessary copies, etc. -Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Resources should be associated with the rendering thread's frame that it's currently recording command lists for and they shouldnt be cleaned up until those command lists have been translated to D3D12 command lists on the RHI thread AND completed executing on the GPU. This was confirmed to resolve an issue where CBV resources were being released too early. This work involved a couple changes: 1) Move the "frame" fence to be incremented on the rendering thread (during RHIAdvanceFrameForGetViewportBackBuffer()) so that resources that are deleted from the rendering thread are assosicated with the correct frame count 2) Queue up a command from the rendering thread to signal the "frame" fence. It needs to be queued to ensure that it's signaled at the correct time on the RHI thread (after that frame's command lists have been executed). -Disable GRHIRequiresEarlyBackBufferRenderTarget. Metal/Vulkan/Xbox11.x already do this. This is used by the Slate renderer during BeginRenderFrame and avoids a SetRenderTargets call. -Enable GRHISupportsMSAADepthSampleAccess (used in the Editor). This was enabled for D3D11 on SM5, but not for D3D12. -Delay load D3D12.dll and add root signature 1.1 support. -Add explicit flush calls to improve resource barrier batching instead of implict flushes inside FConditionalScopeResourceBarrier and FScopeResourceBarrier. Also update those classes with const members. *** CL 3183824 *** Fix the D3D12 RHI after integrating UE 4.14 updates: - Fixed a bug where we would try to get the PSO of a nullptr in SetPipelineState if we needed to reset the current PSO on the cmd list. - Fixed a spelling error - Removed the need for bForceState, we use dirty bits now *** CL 3183830 *** - GetDebugFlags RHI extension, needed by XB1 movie player. - Only query memory info if stats are enabled - Add support for the engine's new RHISubmitCommandsAndFlushGPU function - Update CommitPendingPipelineState to be Graphics/Compute specific and avoid the need for a IsCompute parameter. *** CL 3183837 *** Made PipelineState caches contain pointers to FD3D12PipelineState objects to avoid issues with using pointers to after Find/Add to the maps. TMap indicates that the pointer to the value associated with a key "is only valid until the next change to any key in the map." The lifetime of the PSO pointers is managed by the low level caches (graphics and compute). Added stat for the number of Pipeline State Objects. *** CL 3183931 *** Update Windows D3D12 headers and libs to RS1 release bits (10.0.14393.0) *** CL 3183978 *** Update UBT Windows build settings: - Change D3D12 PIX profiling enable/disable to match Xbox and handle logic in the UEBuildWindows.cs for UBT. Also add a static assert to inform the developer when PIX profiling is requested but the engine is compiling out draw events. -Delay load D3D12.dll and add root signature 1.1 support. *** CL 3184132 *** Fix Xbox PSO cache code where it could leak PSOs. Related to change 3183837. *** Changelist 3211714 *** Update D3D12 RHI with fixes: - Check if we can reserve slots in GatherUniqueSamplerTables - DirtyState more often in StateCache - Remove InternalSetSamplerState. The alternate function isn't used. - Allow MRTClear for arrays with holes in them - Fix uninitialized descriptors. This was causing a GPU hang on Xbox. We need to set dirty bits for resources bound to slots outside of the current descriptor table's range - Cleanup SetDescriptorHeap code. Move setting descriptor heap logic to the descriptor cache since it also owns things like the sampler maps. Added members to the descriptor cache to track the last heaps that were set on the command list to avoid dirtying bit unnecessarily. - Resource transitions: go through Common between queues (3D <--> Compute) - Fix initial state for placed resources. - Merging epic Change 3213250 on 2016/11/29 by Chris.Bunner GBufferHints tooltip fix. #jira UE-39103 Change 3213345 on 2016/11/29 by Gil.Gribb more IWYU fallout Change 3213676 on 2016/11/29 by Rolando.Caloca DR - Fix incorrect texture getting cleared Change 3213728 on 2016/11/29 by Rolando.Caloca DR - Lambda-ize Change 3214461 on 2016/11/29 by Ben.Woodhouse Rollout August QFE4 XDK (required for latest DX12 changes on XB1) Change 3215317 on 2016/11/30 by Daniel.Wright PS4 compile fix Change 3216343 on 2016/11/30 by Arne.Schober DR - UE-39155 - after talking to Brian it occurred to us that flipping the world space normal is non sensical. And indeed the Grass was using world space normals. Change 3216844 on 2016/12/01 by Ben.Woodhouse Fix for static analysis warnings after discussion with Microsoft Change 3216916 on 2016/12/01 by Gil.Gribb Merging //UE4/Dev-Main@3216539 to Dev-Rendering (//UE4/Dev-Rendering) Change 3217385 on 2016/12/01 by Arne.Schober DR - UE-39218, UE-39221, UE-39224 and potentially UE-39214 - The Stencil bits for Light channels and decal application were not set in the dynamic basepass Change 3217464 on 2016/12/01 by Ben.Woodhouse Fix for reflection capture resize assert. The assert is only valid in cooked builds, so disable it in editor #jira UE-39225 Change 3217534 on 2016/12/01 by Arne.Schober DR - Fix Merge conflict Change 3217581 on 2016/12/01 by Rolando.Caloca DR - Fix assert on debug Change 3217741 on 2016/12/01 by Benjamin.Hyder Duplicate audio fix. Change 3217890 on 2016/12/01 by Rolando.Caloca DR - Fix widget not rendering properly when hidden #jira UE-39221 Change 3218129 on 2016/12/01 by Arne.Schober DR - UE-39214 - Lod dither value as accidently cached accross the static draw list. Change 3218759 on 2016/12/02 by Guillaume.Abadie Fixes editor compositing bug caused by alpha through post processing change 3209903 #jira UE-39221 [CL 3219854 by Marcus Wassmer in Main branch]
2016-12-02 16:43:04 -05:00
}
else
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
{
Output = FScreenPassRenderTarget(Inputs.SceneColor, ERenderTargetLoadAction::ELoad);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
}
const TArrayView<const FLinearColor> Colors = Inputs.Colors;
const FIntRect OutputViewRect = Output.ViewRect;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
AddDrawCanvasPass(GraphBuilder, RDG_EVENT_NAME("StreamingAccuracyLegend"), View, Output, [&View, Colors, OutputViewRect](FCanvas& Canvas)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
{
const FSceneViewFamily& ViewFamily = *View.Family;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
if (ViewFamily.GetDebugViewShaderMode() == DVSM_RequiredTextureResolution)
{
DrawDesc(Canvas, OutputViewRect.Min.X + 115, OutputViewRect.Max.Y - 75, LOCTEXT("DescRequiredTextureResolution", "Shows the ratio between the currently streamed texture resolution and the resolution wanted by the GPU."));
}
else if (ViewFamily.GetDebugViewShaderMode() == DVSM_VirtualTexturePendingMips)
{
DrawDesc(Canvas, OutputViewRect.Min.X + 115, OutputViewRect.Max.Y - 75, LOCTEXT("DescVirtualTexturePendingMips", "Shows the number of pending virtual texture mips to reach the resolution wanted by the GPU."));
}
else if (ViewFamily.GetDebugViewShaderMode() == DVSM_MaterialTextureScaleAccuracy)
{
DrawDesc(Canvas, OutputViewRect.Min.X + 115, OutputViewRect.Max.Y - 75, LOCTEXT("DescMaterialTextureScaleAccuracy", "Shows under/over texture streaming caused by the material texture scales applied when sampling."));
}
else if (ViewFamily.GetDebugViewShaderMode() == DVSM_MeshUVDensityAccuracy)
{
DrawDesc(Canvas, OutputViewRect.Min.X + 115, OutputViewRect.Max.Y - 75, LOCTEXT("DescUVDensityAccuracy", "Shows under/over texture streaming caused by the mesh UV densities."));
}
else if (ViewFamily.GetDebugViewShaderMode() == DVSM_PrimitiveDistanceAccuracy)
{
DrawDesc(Canvas, OutputViewRect.Min.X + 115, OutputViewRect.Max.Y - 100, LOCTEXT("DescPrimitiveDistanceAccuracy", "Shows under/over texture streaming caused by the difference between the streamer calculated"));
DrawDesc(Canvas, OutputViewRect.Min.X + 165, OutputViewRect.Max.Y - 75, LOCTEXT("DescPrimitiveDistanceAccuracy2", "distance-to-mesh via bounding box versus the actual per-pixel depth value."));
}
DrawBox(Canvas, OutputViewRect.Min.X + 115, OutputViewRect.Max.Y - 25, Colors[0], LOCTEXT("2XUnder", "2X+ Under"));
DrawBox(Canvas, OutputViewRect.Min.X + 215, OutputViewRect.Max.Y - 25, Colors[1], LOCTEXT("1XUnder", "1X Under"));
DrawBox(Canvas, OutputViewRect.Min.X + 315, OutputViewRect.Max.Y - 25, Colors[2], LOCTEXT("Good", "Good"));
if (ViewFamily.GetDebugViewShaderMode() != DVSM_VirtualTexturePendingMips)
{
DrawBox(Canvas, OutputViewRect.Min.X + 415, OutputViewRect.Max.Y - 25, Colors[3], LOCTEXT("1xOver", "1X Over"));
DrawBox(Canvas, OutputViewRect.Min.X + 515, OutputViewRect.Max.Y - 25, Colors[4], LOCTEXT("2XOver", "2X+ Over"));
const FLinearColor UndefColor(UndefinedStreamingAccuracyIntensity, UndefinedStreamingAccuracyIntensity, UndefinedStreamingAccuracyIntensity, 1.f);
DrawBox(Canvas, OutputViewRect.Min.X + 615, OutputViewRect.Max.Y - 25, UndefColor, LOCTEXT("Undefined", "Undefined"));
}
if (ViewFamily.GetDebugViewShaderMode() == DVSM_MaterialTextureScaleAccuracy || ViewFamily.GetDebugViewShaderMode() == DVSM_MeshUVDensityAccuracy)
{
DrawCheckerBoard(Canvas, OutputViewRect.Min.X + 715, OutputViewRect.Max.Y - 25, Colors[0], Colors[4], LOCTEXT("WorstUnderAndOver", "Worst Under / Worst Over"));
}
});
return MoveTemp(Output);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
}
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3055495 on 2016/07/19 by Marc.Olano Allow Noise material node on mobile No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions. #jira UE-33345 Change 3055602 on 2016/07/19 by Luke.Thatcher Fix crash bug in D3D11 RHI when selecting adapters. - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device). #jira UE-33236 Change 3055890 on 2016/07/19 by Daniel.Wright Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was Change 3055891 on 2016/07/19 by Daniel.Wright Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports * This will effectively double partial distiance field update costs until clipping of the update regions is implemented Change 3055892 on 2016/07/19 by Daniel.Wright Higher poly light source shapes drawn into reflection captures Change 3055893 on 2016/07/19 by Daniel.Wright More info to 'Incompatible surface format' GNM assert Change 3055904 on 2016/07/19 by Daniel.Wright Reflection environment normalization improvements * Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing. Reflection captures now match other reflection methods like SSR and planar reflections much more closely. * When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections. The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene. * Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues. This toggle was previously not possible due to prenormalizing the capture data. * The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness * Removed unused r.DiffuseFromCaptures * Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8 Change 3055905 on 2016/07/19 by Daniel.Wright Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV Change 3059486 on 2016/07/21 by Nick.Penwarden Testing #uecritical Change 3060558 on 2016/07/21 by Daniel.Wright Fixed skylight with specified cubemap being black Change 3061999 on 2016/07/22 by Marcus.Wassmer Disable old AMD driver hacks for DX11. QA has already tested with them off and given thumbs up. Change 3062241 on 2016/07/22 by Daniel.Wright Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms Change 3062244 on 2016/07/22 by Daniel.Wright Discard old prenormalized reflection environment data on load Change 3062283 on 2016/07/22 by Daniel.Wright MSAA support for the forward renderer * AntiAliasing method is chosen in Rendering project settings, DefaultSettings category * Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing * Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA * The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content * Added r.MSAACount which defaults to 4 * Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve * GBuffer targets are no longer allocated when using the forward renderer * Decal blend modes that write to the GBuffer fall back to SceneColor emissive only Change 3062666 on 2016/07/23 by Uriel.Doyon Added legend to streaming accuracy viewmodes Added a new helper class FRenderTargetTemp to be reused in different canvas rendering. Exposed the pass through pixel shader so that it can be reused. #review-3058986 @marcus.wassmer Change 3063023 on 2016/07/25 by Luke.Thatcher Fix "RecompileShaders Changed" when using Cook On The Fly. #jira UE-33573 Change 3063078 on 2016/07/25 by Ben.Woodhouse Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc Change 3063315 on 2016/07/25 by Ben.Woodhouse Fix div 0 in motion blur. This caused artifacts in some fairly common cases #jira UE-32331 Change 3063897 on 2016/07/25 by Uriel.Doyon Fixed missing qualifier on interpolants Change 3064559 on 2016/07/26 by Ben.Woodhouse Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition Tested fix on xbox, PC and PS4, using QAGame #jira UE-28592 Change 3064896 on 2016/07/26 by Ben.Woodhouse Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16) Change 3064913 on 2016/07/26 by Ben.Marsh Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings. Change 3065326 on 2016/07/26 by Uriel.Doyon Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives. #jira UE-32585 Change 3065541 on 2016/07/26 by Daniel.Wright Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading Change 3065543 on 2016/07/26 by Daniel.Wright Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413 Change 3065545 on 2016/07/26 by Daniel.Wright Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing. Tweakable impact with r.NormalCurvatureToRoughnessScale. Fixed reflection capture feedback with base pass reflections Change 3066783 on 2016/07/27 by Daniel.Wright Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3) Change 3066794 on 2016/07/27 by Daniel.Wright Fixed crash rendering planar reflections due to NULL PostProcessSettings Change 3067412 on 2016/07/27 by Daniel.Wright Fix for OpenGL4 with uint interpolator Change 3068470 on 2016/07/28 by Daniel.Wright Fixed crash rendering translucency with translucent shadows which were determined to be invisible Change 3069046 on 2016/07/28 by Daniel.Wright Handle null Family in SetupAntiAliasingMethod Change 3069059 on 2016/07/28 by Daniel.Wright Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface) Change 3069391 on 2016/07/28 by Daniel.Wright Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright Change 3070369 on 2016/07/29 by Daniel.Wright r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing Change 3070370 on 2016/07/29 by Daniel.Wright Bumped reflection capture DDC version to get rid of legacy prenormalized data Change 3070680 on 2016/07/29 by Marcus.Wassmer Fix slate ensure that is most likely a timing issue exposed by rendering. #ue-33902 Change 3070811 on 2016/07/29 by Marcus.Wassmer Fix ProjectLauncher errors when loading old versions #ue-33939 Change 3070971 on 2016/07/29 by Uriel.Doyon Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory Change 3071452 on 2016/07/31 by Uriel.Doyon Updated the legend description for the (texture streaming) primitive distance accuracy view mode [CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
#undef LOCTEXT_NAMESPACE