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

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// Copyright Epic Games, Inc. All Rights Reserved.
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]
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#include "PostProcess/PostProcessUpscale.h"
#include "SceneFilterRendering.h"
namespace
{
TAutoConsoleVariable<float> CVarUpscaleSoftness(
TEXT("r.Upscale.Softness"),
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3219796 on 2016/12/02 by Rolando.Caloca DR - vk - Increase timeout to 60ms Change 3219884 on 2016/12/02 by Daniel.Wright Assert to help track down rare crash locking capsule indirect shadow vertex buffer Change 3219885 on 2016/12/02 by Daniel.Wright Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable' Change 3219886 on 2016/12/02 by Daniel.Wright Don't create projected shadows when r.ShadowQuality is 0 * Fixes crash in the forward path trying to render shadows * In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped Change 3219887 on 2016/12/02 by Daniel.Wright Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing Change 3219893 on 2016/12/02 by Daniel.Wright AMD AGS library with approved TPS Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below) Change 3219913 on 2016/12/02 by Daniel.Wright Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded Change 3220029 on 2016/12/02 by Daniel.Wright Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation). * A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials * Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials * FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet Change 3220108 on 2016/12/02 by Daniel.Wright Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present Change 3220504 on 2016/12/03 by Mark.Satterthwaite Metal Desktop Tessellation support from Unicorn. - Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4). - Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant. - Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation. - Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding. - Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default. - Epic: Various fixes to Layered Rendering for Metal. - Omits Mobile Tessellation support which needs further revision. Change 3220881 on 2016/12/04 by Mark.Satterthwaite Compiles fixes for iOS & static analysis fixes from Windows. Change 3221180 on 2016/12/05 by Guillaume.Abadie Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time. Change 3221217 on 2016/12/05 by Chris.Bunner More NVAPI warning fixups. Change 3221219 on 2016/12/05 by Chris.Bunner When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent. #jira UE-37792 Change 3221220 on 2016/12/05 by Chris.Bunner Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames. #jira UE-35132 Change 3221221 on 2016/12/05 by Chris.Bunner PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser) #jira UE-35760 Change 3221223 on 2016/12/05 by Chris.Bunner Default to include dev-code when compiling material preview stats. #jira UE-20321 Change 3221534 on 2016/12/05 by Rolando.Caloca DR - Added FDynamicRHI::GetName() Change 3221833 on 2016/12/05 by Chris.Bunner Set correct output extent on PostProcessUpscale (allows users to extend chain correctly). #jira UE-36989 Change 3221852 on 2016/12/05 by Chris.Bunner 32-bit/ch EXR screenshot and frame dump output. Fixed row increment bug in 128-bit/px surface format readback. #jira UE-37962 Change 3222059 on 2016/12/05 by Rolando.Caloca DR - vk - Fix memory type not found Change 3222104 on 2016/12/05 by Rolando.Caloca DR - Lambdaize - Added quicker method to check if system textures are initialized Change 3222290 on 2016/12/05 by Mark.Satterthwaite Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist. Change 3222864 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak when exiting Change 3222873 on 2016/12/06 by Rolando.Caloca DR - vk - Minor info to help track down leaks Change 3222875 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak with VisualizeTexture #jira UE-39360 Change 3223226 on 2016/12/06 by Chris.Bunner Static analysis warning workaround. Change 3223235 on 2016/12/06 by Ben.Woodhouse Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D Change 3223343 on 2016/12/06 by Chris.Bunner Moved HLOD persistent data to viewstate to fix per-view compatability. #jira UE-37539 Change 3223349 on 2016/12/06 by Chris.Bunner Fixed HLOD with FreezeRendering command. #jira UE-29839 Change 3223371 on 2016/12/06 by Michael.Trepka Removed obsolete check() in FMetalSurface constructor Change 3223450 on 2016/12/06 by Chris.Bunner Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward. Change 3223638 on 2016/12/06 by Michael.Trepka Restored part of the check() in FMetalSurface constructor removed in CL 3223371 Change 3223642 on 2016/12/06 by Mark.Satterthwaite Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet). - Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs). - Enable with -metaledr command-line argument as it is off-by-default. - Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding. Change 3223830 on 2016/12/06 by Rolando.Caloca DR - vk - Better error when finding an invalid Vulkan driver #jira UE-37495 Change 3223869 on 2016/12/06 by Rolando.Caloca DR - vk - Reuse fences Change 3223906 on 2016/12/06 by Guillaume.Abadie Fix alpha through TempAA artifact causing a small darker edge layouts. Change 3224199 on 2016/12/06 by Mark.Satterthwaite Fix a dumb copy-paste error from the HDR changes to Metal. Change 3224220 on 2016/12/06 by Mark.Satterthwaite Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects. - Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering. Change 3224236 on 2016/12/06 by Mark.Satterthwaite IWYU CIS compile fix for iOS. Change 3224366 on 2016/12/06 by Mark.Satterthwaite Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears. - If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted. - This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo. Change 3224416 on 2016/12/06 by Uriel.Doyon New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds. Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives). Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData. Fix for material texture streaming data not being available on some cooked builds. Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible). This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting. Forced residency are now loaded in two steps (visible, then forced), improving reactiveness. Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them, and also "LastRenderTimeMips" which related to timed primitives. Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency. "Texture Streaming Build" now updates the map check after execution. Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic. Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements. Change 3224532 on 2016/12/07 by Uriel.Doyon Integrated CL 3223965 : Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore. Added more options to allow the user to cancel this build also. Change 3224714 on 2016/12/07 by Ben.Woodhouse Cherry pick CL 3223972 from //fortnite/main: Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms) Change 3224715 on 2016/12/07 by Ben.Woodhouse New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version Change 3224975 on 2016/12/07 by Rolando.Caloca DR - vk - Dump improvements Change 3225012 on 2016/12/07 by Rolando.Caloca DR - Show warning if trying to use num samples != (1,2,4,8,16) Change 3225126 on 2016/12/07 by Chris.Bunner Added 'force 128-bit rendering pipeline' to high-res screenshot tool. #jira UE-39345 Change 3225449 on 2016/12/07 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3225485 on 2016/12/07 by Chris.Bunner Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases. #jira UE-19394 Change 3225486 on 2016/12/07 by Chris.Bunner Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled. Change 3225505 on 2016/12/07 by Daniel.Wright Fixed exponential height fog disappearing with no skybox Change 3225655 on 2016/12/07 by Benjamin.Hyder Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting. Change 3225668 on 2016/12/07 by Chris.Bunner Dirty owning packages when user manually forces regeneration of all reflection captures. #jira UE-38759 Change 3226139 on 2016/12/07 by Rolando.Caloca DR - Fix recompute tangents disabling skin cache - Make some macros into lambdas #jira UE-39143 Change 3226212 on 2016/12/07 by Daniel.Wright Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false Change 3226213 on 2016/12/07 by Daniel.Wright Scene Capture 2D can specify a global clip plane, which is useful for portals * Requires the global clip plane project setting to be enabled Change 3226214 on 2016/12/07 by Daniel.Wright Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass * If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used * Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing * Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost * Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall Change 3226258 on 2016/12/07 by Rolando.Caloca DR - Typo fix Change 3226259 on 2016/12/07 by Rolando.Caloca DR - compile fix #jira UE-39143 Change 3226932 on 2016/12/08 by Chris.Bunner Re-saved Infiltrator maps to update reflection captures. #jira UE-38759 Change 3227063 on 2016/12/08 by Mark.Satterthwaite For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia. #jira UE-37436 Change 3227120 on 2016/12/08 by Gil.Gribb Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering) Change 3227211 on 2016/12/08 by Arne.Schober DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant. Change 3227257 on 2016/12/08 by Marc.Olano Extension to PseudoVolumeTexture for more flexible layout Change by ryan.brucks Change 3227286 on 2016/12/08 by Rolando.Caloca DR - Fix crash when using custom expressions and using reserved keywords #jira UE-39311 Change 3227376 on 2016/12/08 by Mark.Satterthwaite Must not include a private header inside the MenuStack public header as that causes compile errors in plugins. Change 3227415 on 2016/12/08 by Mark.Satterthwaite Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering. Change 3227516 on 2016/12/08 by Daniel.Wright Implemented UWidgetComponent::GetUsedMaterials Change 3227521 on 2016/12/08 by Guillaume.Abadie Fixes post process volume's indirect lighting color. #jira UE-38888 Change 3227567 on 2016/12/08 by Marc.Olano New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask Change 3227628 on 2016/12/08 by Daniel.Wright Removed redundant ResolveSceneDepthTexture from the merge Change 3227635 on 2016/12/08 by Daniel.Wright Forward renderer supports shadowing from movable lights and light functions * Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed * Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned Change 3227660 on 2016/12/08 by Rolando.Caloca DR - vk - Fix r.MobileMSAA on Vulkan - r.MobileMSAA is now read-only (to be fixed on 4.16) - Show time for PSO creation hitches #jira UE-39184 Change 3227704 on 2016/12/08 by Mark.Satterthwaite Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms. Change 3227705 on 2016/12/08 by Daniel.Wright Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426) Change 3227787 on 2016/12/08 by Chris.Bunner Added extent clear to motion blur pass to catch misized buffers bringing in errors. Added early out to clear call when excluded region matches RT region. #jira UE-39437 Change 3228177 on 2016/12/08 by Marc.Olano Fix DCC sqrt(int) error Change 3228285 on 2016/12/08 by Chris.Bunner Back out changelist 3225449. #jira UE-39528 Change 3228680 on 2016/12/09 by Gil.Gribb Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering) Change 3228940 on 2016/12/09 by Mark.Satterthwaite Editor fixes for 4.15: - PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again. - Don't start render-passes without a valid render-target-array in MetalRHI. Change 3228950 on 2016/12/09 by Mark.Satterthwaite Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11. - Fixed the Skeleton editor tree trying to access a widget before it has been constructed. - Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation. #jira UE-39256 Change 3229013 on 2016/12/09 by Mark.Satterthwaite Further tidy up in SSkeletonTreeView as suggested by Nick.A. Change 3229101 on 2016/12/09 by Chris.Bunner Log compile error fix and updated cvar comments. Change 3229236 on 2016/12/09 by Ben.Woodhouse XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles Change 3229430 on 2016/12/09 by Ben.Woodhouse PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov) Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster) Change 3229580 on 2016/12/09 by Marcus.Wassmer DepthBoundsTest for AMD. Change 3229701 on 2016/12/09 by Michael.Trepka Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2 Change 3229706 on 2016/12/09 by Chris.Bunner Added GameUserSettings controls for HDR display output. Removed Metal commandline as this should replace the need for it. Change 3229774 on 2016/12/09 by Michael.Trepka Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit. Change 3229819 on 2016/12/09 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3229948 on 2016/12/09 by Rolando.Caloca DR - Fix d3d debug error #jira UE-39589 Change 3230341 on 2016/12/11 by Mark.Satterthwaite Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled. #jira UE-39613 Change 3230860 on 2016/12/12 by Marcus.Wassmer Experimental Nvidia AFR support. Change 3230930 on 2016/12/12 by Mark.Satterthwaite Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function. Change 3231252 on 2016/12/12 by Marcus.Wassmer Fix NumGPU detection. (SLI only crash) Change 3231486 on 2016/12/12 by Mark.Satterthwaite Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers. Change 3231661 on 2016/12/12 by Mark.Satterthwaite Retain the RHI samplers in MetalRHI to guarantee lifetime. [CL 3231696 by Gil Gribb in Main branch]
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1.0f,
TEXT("Amount of sharpening for Gaussian Unsharp filter (r.UpscaleQuality=5). Reduce if ringing is visible\n")
TEXT(" 1: Normal sharpening (default)\n")
TEXT(" 0: No sharpening (pure Gaussian)."),
ECVF_Scalability | ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarUpscalePaniniD(
Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2831624 on 2016/01/17 by Marcus.Wassmer Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986 #rb none #test none #codereview Michael.Noland,James.Golding Change 2831402 on 2016/01/17 by Marcus.Wassmer HLOD priority and streamout changes. Give texture pool an extra 200MB which we can afford thanks to James/Michael #rb Chris.Gagnon #test run agora, notice nice textures. #lockdown Andrew.Grant Change 2831398 on 2016/01/17 by Marcus.Wassmer Fix 3 logic bugs with Relocate #rb chris.gagnon #test run game, look for corruption. #lockdown Andrew.Grant Change 2831372 on 2016/01/16 by Marcus.Wassmer Update param.sfo's and lockdown version in prep for good PS4 playtest build. #rb none #test build from last night... #lockdown Andrew.Grant Change 2831274 on 2016/01/16 by Graeme.Thornton Disable platform file cache wrapper on PS4 #codereview James.Golding #rb none #tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small) Change 2831237 on 2016/01/16 by Sammy.James Fix PS4 compile error #codereview Andrew.Grant #rb none #tests none Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt Fix possible invalid access to shared movie player resource across threads causing startup crash. #codereview marcus.wassmer #rb none, #tests initial load Change 2831218 on 2016/01/16 by Marcus.Wassmer Fix bad warning case. #codereview Martin.Mittring #rb none #test none Change 2831201 on 2016/01/16 by Andrew.Grant Added extra info about referencer to missing asset reference message #rb none #tests cooked, ran editor Change 2831183 on 2016/01/16 by David.Nikdel #OSS #PS4 #Purchasing #StoreV2 - Force failure if we have no receipts after a "successful" checkout. - Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level - Convert productIds to skuIds at checkout time - Added PS4 Implementation of IOnlineStoreV2 - Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails - Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase #RB: Paul.Moore #TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC Change 2831129 on 2016/01/16 by David.Nikdel #MCP - Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult). #RB: none #TESTS: frontend Change 2830986 on 2016/01/15 by Michael.Noland PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads #rb marcus.wassmer #tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load #lockdown andrew.grant Change 2830943 on 2016/01/15 by Max.Chen Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance. #tests Master sequence trailer plays without crashing #rb none Change 2830912 on 2016/01/15 by Michael.Noland Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise) #rb mieszko.zielinski #tests Tested printing the value out #codereview martin.mittring Change 2830910 on 2016/01/15 by Michael.Noland Rendering: Improved GPU driver detection logic to handle more cases #codereview martin.mittring #rb mieszko.zielinski #tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder Change 2830776 on 2016/01/15 by Martin.Mittring from Dev-Rendering added ensure to track down multiple issues like OR-11771 CRASH: User Crashed when pressing the Play button OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef() #rb:Gil.Gribb #code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
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TEXT("r.Upscale.Panini.D"),
0,
TEXT("Allow and configure to apply a panini distortion to the rendered image. Values between 0 and 1 allow to fade the effect (lerp).\n")
TEXT("Implementation from research paper \"Pannini: A New Projection for Rendering Wide Angle Perspective Images\"\n")
TEXT(" 0: off (default)\n")
TEXT(">0: enabled (requires an extra post processing pass if upsampling wasn't used - see r.ScreenPercentage)\n")
TEXT(" 1: Panini cylindrical stereographic projection"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarUpscalePaniniS(
Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2831624 on 2016/01/17 by Marcus.Wassmer Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986 #rb none #test none #codereview Michael.Noland,James.Golding Change 2831402 on 2016/01/17 by Marcus.Wassmer HLOD priority and streamout changes. Give texture pool an extra 200MB which we can afford thanks to James/Michael #rb Chris.Gagnon #test run agora, notice nice textures. #lockdown Andrew.Grant Change 2831398 on 2016/01/17 by Marcus.Wassmer Fix 3 logic bugs with Relocate #rb chris.gagnon #test run game, look for corruption. #lockdown Andrew.Grant Change 2831372 on 2016/01/16 by Marcus.Wassmer Update param.sfo's and lockdown version in prep for good PS4 playtest build. #rb none #test build from last night... #lockdown Andrew.Grant Change 2831274 on 2016/01/16 by Graeme.Thornton Disable platform file cache wrapper on PS4 #codereview James.Golding #rb none #tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small) Change 2831237 on 2016/01/16 by Sammy.James Fix PS4 compile error #codereview Andrew.Grant #rb none #tests none Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt Fix possible invalid access to shared movie player resource across threads causing startup crash. #codereview marcus.wassmer #rb none, #tests initial load Change 2831218 on 2016/01/16 by Marcus.Wassmer Fix bad warning case. #codereview Martin.Mittring #rb none #test none Change 2831201 on 2016/01/16 by Andrew.Grant Added extra info about referencer to missing asset reference message #rb none #tests cooked, ran editor Change 2831183 on 2016/01/16 by David.Nikdel #OSS #PS4 #Purchasing #StoreV2 - Force failure if we have no receipts after a "successful" checkout. - Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level - Convert productIds to skuIds at checkout time - Added PS4 Implementation of IOnlineStoreV2 - Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails - Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase #RB: Paul.Moore #TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC Change 2831129 on 2016/01/16 by David.Nikdel #MCP - Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult). #RB: none #TESTS: frontend Change 2830986 on 2016/01/15 by Michael.Noland PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads #rb marcus.wassmer #tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load #lockdown andrew.grant Change 2830943 on 2016/01/15 by Max.Chen Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance. #tests Master sequence trailer plays without crashing #rb none Change 2830912 on 2016/01/15 by Michael.Noland Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise) #rb mieszko.zielinski #tests Tested printing the value out #codereview martin.mittring Change 2830910 on 2016/01/15 by Michael.Noland Rendering: Improved GPU driver detection logic to handle more cases #codereview martin.mittring #rb mieszko.zielinski #tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder Change 2830776 on 2016/01/15 by Martin.Mittring from Dev-Rendering added ensure to track down multiple issues like OR-11771 CRASH: User Crashed when pressing the Play button OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef() #rb:Gil.Gribb #code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -05:00
TEXT("r.Upscale.Panini.S"),
0,
TEXT("Panini projection's hard vertical compression factor.\n")
TEXT(" 0: no vertical compression factor (default)\n")
TEXT(" 1: Hard vertical compression"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<float> CVarUpscalePaniniScreenFit(
Copying //UE4/Orion-Staging to //UE4/Main (originated from //Orion/Dev-General @ 2831630) #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2831624 on 2016/01/17 by Marcus.Wassmer Merge disable of FCachedReadPlatformData on PS4. Reduces memory spikes. 2830986 #rb none #test none #codereview Michael.Noland,James.Golding Change 2831402 on 2016/01/17 by Marcus.Wassmer HLOD priority and streamout changes. Give texture pool an extra 200MB which we can afford thanks to James/Michael #rb Chris.Gagnon #test run agora, notice nice textures. #lockdown Andrew.Grant Change 2831398 on 2016/01/17 by Marcus.Wassmer Fix 3 logic bugs with Relocate #rb chris.gagnon #test run game, look for corruption. #lockdown Andrew.Grant Change 2831372 on 2016/01/16 by Marcus.Wassmer Update param.sfo's and lockdown version in prep for good PS4 playtest build. #rb none #test build from last night... #lockdown Andrew.Grant Change 2831274 on 2016/01/16 by Graeme.Thornton Disable platform file cache wrapper on PS4 #codereview James.Golding #rb none #tests ran cooked ps4 build, timed loading (no real change), measured memory used for file handles (small) Change 2831237 on 2016/01/16 by Sammy.James Fix PS4 compile error #codereview Andrew.Grant #rb none #tests none Change 2831219 on 2016/01/16 by Matt.Kuhlenschmidt Fix possible invalid access to shared movie player resource across threads causing startup crash. #codereview marcus.wassmer #rb none, #tests initial load Change 2831218 on 2016/01/16 by Marcus.Wassmer Fix bad warning case. #codereview Martin.Mittring #rb none #test none Change 2831201 on 2016/01/16 by Andrew.Grant Added extra info about referencer to missing asset reference message #rb none #tests cooked, ran editor Change 2831183 on 2016/01/16 by David.Nikdel #OSS #PS4 #Purchasing #StoreV2 - Force failure if we have no receipts after a "successful" checkout. - Report consumed entitlements as well as unconsumed but leave ValidationInfo empty so we can tell the difference at the application level - Convert productIds to skuIds at checkout time - Added PS4 Implementation of IOnlineStoreV2 - Bugfix: set bSuccessfullyStartedUp=false when InitNPGameSettings() fails - Adjusted FOnlineStoreOffer to use FText::AsCurrencyBase #RB: Paul.Moore #TESTS: login, purchase redemption, store MTX purchasing on PS4 & PC Change 2831129 on 2016/01/16 by David.Nikdel #MCP - Added a ctor to make converting from FOnlineError to FMcpQueryResult easier (for stuff that was already using FMcpQueryResult). #RB: none #TESTS: frontend Change 2830986 on 2016/01/15 by Michael.Noland PS4: Disabling FCachedReadPlatformFile on PS4 to significantly reduce high watermark memory consumption during blocking loads #rb marcus.wassmer #tests Ran Paragon PS4 down a bad path that currently does a blocking map and hero load #lockdown andrew.grant Change 2830943 on 2016/01/15 by Max.Chen Sequencer: Fix bug introduced with preroll. It was also causing a crash in particle track instance. #tests Master sequence trailer plays without crashing #rb none Change 2830912 on 2016/01/15 by Michael.Noland Rendering: Exposed GRHIDeviceId (only filled in on D3D11 and D3D12 RHI's under the same circumstances as GRHIAdapterName, etc..., 0 otherwise) #rb mieszko.zielinski #tests Tested printing the value out #codereview martin.mittring Change 2830910 on 2016/01/15 by Michael.Noland Rendering: Improved GPU driver detection logic to handle more cases #codereview martin.mittring #rb mieszko.zielinski #tests Tested on my machine which was previous reporting Unknown for the values as some entries contained the key in the Settings subfolder Change 2830776 on 2016/01/15 by Martin.Mittring from Dev-Rendering added ensure to track down multiple issues like OR-11771 CRASH: User Crashed when pressing the Play button OR-12430 CRASH: OT2 user crashed with FRHIResource::AddRef() #rb:Gil.Gribb #code_review:Gil.Gribb,Mark.Satterthwaite,Marcus.Wassmer
2016-01-20 11:32:08 -05:00
TEXT("r.Upscale.Panini.ScreenFit"),
1.0f,
TEXT("Panini projection screen fit effect factor (lerp).\n")
TEXT(" 0: fit vertically\n")
TEXT(" 1: fit horizontally (default)"),
ECVF_RenderThreadSafe);
TAutoConsoleVariable<int32> CVarUpscaleQuality(
TEXT("r.Upscale.Quality"),
3,
TEXT("Defines the quality in which ScreenPercentage and WindowedFullscreen scales the 3d rendering.\n")
TEXT(" 0: Nearest filtering\n")
TEXT(" 1: Simple Bilinear\n")
TEXT(" 2: Directional blur with unsharp mask upsample.\n")
TEXT(" 3: 5-tap Catmull-Rom bicubic, approximating Lanczos 2. (default)\n")
TEXT(" 4: 13-tap Lanczos 3.\n")
TEXT(" 5: 36-tap Gaussian-filtered unsharp mask (very expensive, but good for extreme upsampling).\n"),
ECVF_Scalability | ECVF_RenderThreadSafe);
FVector2f PaniniProjection(FVector2f OM, float d, float s)
{
float PaniniDirectionXZInvLength = 1.0f / FMath::Sqrt(1.0f + OM.X * OM.X);
float SinPhi = OM.X * PaniniDirectionXZInvLength;
float TanTheta = OM.Y * PaniniDirectionXZInvLength;
float CosPhi = FMath::Sqrt(1.0f - SinPhi * SinPhi);
float S = (d + 1.0f) / (d + CosPhi);
return S * FVector2f(SinPhi, FMath::Lerp(TanTheta, TanTheta / CosPhi, s));
}
} //! namespace
const FPaniniProjectionConfig FPaniniProjectionConfig::Default;
FPaniniProjectionConfig::FPaniniProjectionConfig(const FViewInfo& View)
{
*this = FPaniniProjectionConfig();
if (View.IsPerspectiveProjection() && !GEngine->StereoRenderingDevice.IsValid())
{
D = FMath::Max(CVarUpscalePaniniD.GetValueOnRenderThread(), 0.0f);
S = CVarUpscalePaniniS.GetValueOnRenderThread();
ScreenFit = FMath::Max(CVarUpscalePaniniScreenFit.GetValueOnRenderThread(), 0.0f);
}
}
BEGIN_SHADER_PARAMETER_STRUCT(FPaniniProjectionParameters, )
SHADER_PARAMETER(float, D)
SHADER_PARAMETER(float, S)
SHADER_PARAMETER(float, ScreenPosScale)
END_SHADER_PARAMETER_STRUCT()
FPaniniProjectionParameters GetPaniniProjectionParameters(FPaniniProjectionConfig InPaniniConfig, const FViewInfo& View)
{
const FVector2f FOVPerAxis = FVector2f(View.ViewMatrices.ComputeHalfFieldOfViewPerAxis());
const FVector2f ScreenPosToPaniniFactor = FVector2f(FMath::Tan(FOVPerAxis.X), FMath::Tan(FOVPerAxis.Y));
const FVector2f PaniniDirection = FVector2f(1.0f, 0.0f) * ScreenPosToPaniniFactor;
const FVector2f PaniniPosition = PaniniProjection(PaniniDirection, InPaniniConfig.D, InPaniniConfig.S);
const float WidthFit = ScreenPosToPaniniFactor.X / PaniniPosition.X;
const float ScreenPosScale = FMath::Lerp(1.0f, WidthFit, InPaniniConfig.ScreenFit);
FPaniniProjectionParameters Parameters;
Parameters.D = InPaniniConfig.D;
Parameters.S = InPaniniConfig.S;
Parameters.ScreenPosScale = ScreenPosScale;
return Parameters;
}
BEGIN_SHADER_PARAMETER_STRUCT(FUpscaleParameters, )
SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, View)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Input)
SHADER_PARAMETER_STRUCT(FScreenPassTextureViewportParameters, Output)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, SceneColorTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, SceneColorSampler)
SHADER_PARAMETER_RDG_TEXTURE(Texture2D, PointSceneColorTexture)
SHADER_PARAMETER_RDG_TEXTURE(Texture2DArray, PointSceneColorTextureArray)
SHADER_PARAMETER_SAMPLER(SamplerState, PointSceneColorSampler)
SHADER_PARAMETER_STRUCT(FPaniniProjectionParameters, Panini)
SHADER_PARAMETER(float, UpscaleSoftness)
RENDER_TARGET_BINDING_SLOTS()
END_SHADER_PARAMETER_STRUCT()
class FUpscalePS : public FGlobalShader
{
public:
DECLARE_GLOBAL_SHADER(FUpscalePS);
SHADER_USE_PARAMETER_STRUCT(FUpscalePS, FGlobalShader);
using FParameters = FUpscaleParameters;
class FMethodDimension : SHADER_PERMUTATION_ENUM_CLASS("METHOD", EUpscaleMethod);
using FPermutationDomain = TShaderPermutationDomain<FMethodDimension>;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3809756) #rb None #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3761370 by Arne.Schober DR - Added CityHash to use with conatiners and stuff. It provides good performance and high quallity across multiple platforms. Change 3761437 by Guillaume.Abadie Optimises motion blur compute shader for consoles. Change 3761483 by Guillaume.Abadie Fixes D3D11 RHI lying to dynamic resolution heuristic with t.MaxFPS. Change 3761995 by Mark.Satterthwaite Add the Metal compiler path to the local .pch filename to avoid problems when Xcode moves. Change 3761996 by Mark.Satterthwaite Emit more details when a pixel shader is found to have no outputs at all which Metal doesn't permit. More likely this is a bug in the shader compiler not configuring the in-out mask correctly... #jira UE-52292 Change 3761999 by Mark.Satterthwaite No need to avoid tessellation for FMetalRHICommandContext::RHIEndDrawIndexedPrimitiveUP anymore - that was from back when the tessellation logic was replicated in each RHI*Draw* implementation. #jira UE-51937 Change 3762181 by Joe.Graf Changed MaxShaderJobBatchSize to 25 on Mac as it reduced shader compile time by 21% Change 3762607 by Mark.Satterthwaite Remove accidentally included changes from 3761995. Change 3762612 by Mark.Satterthwaite Enable the explicit sincos intrinsic for Metal to avoid instances of UE-52477 that can cause shaders to compile incorrectly through hlslcc. #jira UE-52477 Change 3762772 by Michael.Lentine Move RHI calls to render thread. Change 3763021 by Richard.Wallis Remove shader cache tool project and implementation. #jira UE-51613 Change 3763082 by Guillaume.Abadie More SceneTexture, SceneColor and SceneDepth automated tests Change 3763111 by Richard.Wallis Clone of CL 3763033 (Release-4.18): Fix for crash upon launching packaged game on Mac with Share Material Shader Code enabled. #jira UE-52121 Change 3763657 by Michael.Lentine Invalidate ddc for skeletal mesh render data so that the duplicated vertex render structures are properly serialized. Change 3763727 by Jian.Ru Fix Player Collision view mode. It is caused by checking an uninitialized vertex buffer so the check always fail. #jira UE-52052 Change 3763738 by Guillaume.Abadie Implements SSR input post process material location. Change 3764271 by Mark.Satterthwaite Allow ControlPointPatch lists to flow through MetalRHI as it was setup to handle this transparently - the VSHS compute shader will convert them to triangles to draw. Report the same warning as in the pipeline creation stage as this hasn't been formally validated. #jira UE-52454 Change 3764316 by Daniel.Wright Added AVolumetricLightmapDensityVolume - gives local control over Volumetric Lightmap density. Dropping the top mip outside of the play area in Monolith saves 20Mb (35Mb original). Volumetric Lightmap no longer refines around static translucent geometry - saves 5Mb in Monolith Reworked brick culling by error mechanism. Now compares error to interpolated parent lighting instead of the brick average - prevents dropping constant value bricks which are near a wall and cause leaking due to parent interpolation after being culled. Change 3764318 by Daniel.Wright Missing file Change 3764321 by Daniel.Wright Shader compiling memory optimizations * Editor memory: Sharing uniform buffer includes and GeneratedInstancedStereo.ush per FShaderType (was previously duplicated per FShader job) * SCW input size: Sharing uniform buffer includes and SharedEnvironment per batch * 7.6Gb of shader job inputs in memory -> .5Gb (13x less) when doing a full shader compile of Paragon Editor * 13.8Gb written into worker input files -> 2.9Gb (4.7x less). Global shaders are never batched when sent to SCW so unoptimized by these changes. Change 3764595 by Daniel.Wright Added VolumetricLightmapDensityVolume asset icons Change 3764701 by Michael.Lentine Add duplicated vertices merging for meshmerge. Change 3766002 by Guillaume.Abadie Fixes a crash in translucency. Change 3766007 by Guillaume.Abadie Oups.... Fixes compilation failure. Change 3766697 by Guillaume.Abadie Giant refactor of global shader interface for upcoming native support of permutation. CL generated by python script. Change 3767205 by Chris.Bunner Deferring FMaterial::RenderingThreadShaderMap update to render-thread rather than assumption commands have been flushed. #jira UE-50652 Change 3767207 by Chris.Bunner Clamp fetched texture coordinates to those available on the mesh. Change 3767209 by Chris.Bunner PR #4203: Early-outs in UMaterialInstance parameter setters (Contributed by stefanzimecki) #jira UE-52193 Change 3767772 by Mark.Satterthwaite MetalShaderFormat will no longer fallback to text shaders when you ask it to compile to bytecode but the bytecode compiler is not available (either locally or remotely) - this ensures that the DDC can't be poisoned by incorrectly configured clients. The Editor is already setup such that if the remote shader compiler is not configured & Xcode is not available locally the shader-compiler will be invoked to generate text shaders. #jira UE-52554 Change 3768604 by Guillaume.Abadie Polish up with new global shader function signature. Change 3768993 by Guillaume.Abadie Fixes r.Upscale.Panini cvars Change 3769478 by Mark.Satterthwaite Move the ue4_stdlib.metal & PCH into a temporary directory that exists for the lifetime of the SCW on the remote side as well as the local one and add this path as an include directory. #jira UE-52587 Change 3769703 by Mark.Satterthwaite For all Metal platforms >= Metal v1.2 transform mul(a,b) into fma(a,b,0) to prevent the Apple compiler reordering operations differently between the base & depth passes which results in variance in the position output. For iOS disable fast-math when the vertex-shader uses World-Position-Offset because there are additional problems on the iOS shader compiler that result in position variance even with the above fix - WPO performance will suffer but I don't have any alternatives. Remove the depth-offset hack from the depth-only vertex shader again. #jira UES-5651 Change 3769763 by Mark.Satterthwaite Handle swizzle's in the hlslcc fma identification pass so that we reduce the number of instructions and the platform compiler can't break the instructions up. Change 3769849 by Mark.Satterthwaite Fix CIS error. Change 3770517 by Richard.Wallis Fix for crash when creating a new media texture (AppleIntelHD5000GraphicsMTLDriver!SamplerStage::bindSamplerToTexture()). Missing texture resource for binding. Old InitDynamicRHI() code has been refactored out into seperate functions which leaves us on Mac with a NULL resource initially after creation which Metal doesn't like. This fix puts InitDynamicRHI down the default setup/clear path which inits default resources - I don't think we should use a global dummy in this instance as this is a render target. #jira UE-51940 Change 3770688 by Uriel.Doyon Fixed texture resolution returning 0 when running blueprint construction scripts at cook time. Change 3771115 by Mark.Satterthwaite Report errors from failed attempts to compile global shaders or we can't see why things fail on non-Windows platforms. Change 3771263 by Mark.Satterthwaite Change the way ManualVertexFetch is enabled on Metal platforms so that it is enabled when targeting Metal v1.2 and higher (macOS 10.12+/iOS 10+). This brings iOS in the Desktop Forward renderer back into line with the Mac. #jira UERNDR-300 Change 3773472 by Guillaume.Abadie Fixes a crash on PIE of SimpleComposure project. Change 3773475 by Guillaume.Abadie Fixes bug in editor viewport caused by SSR input changes. Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3777037 by Mark.Satterthwaite Remove incorrect change that caused a reference to "accurate::sincos" to appear in some Metal shaders rather than "precise::sincos". Change 3777122 by Mark.Satterthwaite Back out changelist 3777037 - I'm blind and wasn't seeing the real problem was a stale shader cache... Change 3777196 by Mark.Satterthwaite Fix text-shader compilation on iOS 10 - maybe iOS 9 too (untested!). We need our own make_scalar type-trait template for ue4_stdlib.metal so that we still compile with older iOS runtime compilers and we can't use as_type to directly implement the packHalf2x16/unpackHalf2x16 intrinsics for these older runtime compilers either. Change 3779098 by Rolando.Caloca DR - vk - Fix query index Change 3779275 by Mark.Satterthwaite Silence the Metal runtime compiler warning caused by use of a deprecated enum value when running text shaders compiled for Metal v1.0/1.1 on a Metal v1.2+ OS. #jira UE-52554 Change 3779427 by Rolando.Caloca DR - vk - Fix for allocator contention Change 3779608 by Uriel.Doyon Fixed invalid access in the resave package commantlet when building texture streaming material data for materials enabling tesselation. Change 3784496 by Mark.Satterthwaite Temporarily disable USE_OBJECT_COMPOSITING_TILE_CULLING for Metal shader compilation only - other platforms are unaffected - as it isn't working properly for some reason. need to work out what's up but don't want Distance Fields to be completely snookered in the interim. #jira UE-52952 Change 3784608 by Rolando.Caloca DR - Copy 3784588 - Fix for drivers returning out of date swapchains during resizes Change 3784734 by Mark.Satterthwaite Real fix for UE-52952 - MetalShaderFormat wasn't propagating the full thread-group value. #jira UE-52952 Change 3784741 by Mark.Satterthwaite More Metal debugging commandline options "-metalfastmath" & "-metalnofastmath" to force fast-math on or off for all shaders, must be using runtime-compiled shaders (i.e. -metalshaderdebug or r.Shaders.Optimise=0) to take effect. Change 3787103 by Guillaume.Abadie Kills BuiltinSamplers UB Change 3787207 by Guillaume.Abadie Sorry, compile fix that were fine with local changes... Change 3787396 by Marcus.Wassmer PR #4271: UE-52901: Set VIS_Max meta to hidden (Contributed by projectgheist) Change 3788028 by Peter.Sumanaseni Working linear HDR exr output from sequencer Change 3788536 by Mark.Satterthwaite Track whether the Metal shader uses the discard_fragment function as when this is used but without any other outputs we know we need to bind at least one render-target or a depth-stencil surface but we don't know which. This lets us correctly error when we encounter a shader with no outputs at all which Metal doesn't permit. #jira UE-52292 Change 3788538 by Mark.Satterthwaite Let's try mitigating UE-46604 on Nvidia by retaining resource references in the command-buffer. This shouldn't be necessary and isn't typically on other vendors but we haven't been able to reproduce this reliably enough to get to the bottom of it. #jira UE-46604 Change 3789083 by Guillaume.Abadie Implements global shader permutations. Example in ScreenSpaceReflections.cpp. Change 3789090 by Guillaume.Abadie Fixes linux build. Change 3789106 by Guillaume.Abadie Fixes compilation failure in niagara plugin. Change 3789274 by Guillaume.Abadie Avoid hit proxies to clobber TAA's hitsory. #jira UE-52968 Change 3789380 by Guillaume.Abadie Back out changelist 3789083: global shader permutation because compilation failure in clang. Change 3789648 by Guillaume.Abadie Relands global shader permutation, with clang support. Change 3789712 by Guillaume.Abadie Fixes TestImage show flag with TAAU on. #jira UE-53061 Change 3791593 by Guillaume.Abadie Reinvalidates shaders with shader permutations. Change 3791884 by Daniel.Wright Added BP setter for LowerHemisphereColor Change 3791886 by Daniel.Wright Added LightmapType to PrimitiveComponent * ForceVolumetric allows forcing static geometry to use Volumetric Lightmaps, which can be useful on instanced foliage where seams are prevalent. Lightmass internal caching still requires lightmap UVs and reasonable lightmap resolution. * ForceSurface replaces bLightAsIfStatic Improvements to Volumetric Lightmap quality needed for static geometry * Stationary light shadowing is now dilated inside geometry * Now doing two dilation passes since samples near geometry see inside due to ray start bias * Refinement around geometry uses an expanded cell bounds when the geometry is going to use Volumetric Lightmaps, since cross-resolution stitching causes leaking Lightmass debug primitives are now tied to a swarm task instead of global - allows debugging of Volumetric Lightmap tasks Change 3792256 by Guillaume.Abadie Fixes a bug where permutation was not actually serialised in FShader, so was ending up recompiling shader at every load. Change 3792884 by Marcus.Wassmer Copying //UE4/Partner-AMD to Dev-Rendering (//UE4/Dev-Rendering) Change 3793200 by Marcus.Wassmer Copying //UE4/Partner-IDV-SpeedTree to Dev-Rendering (//UE4/Dev-Rendering) Speedtree 8 support Change 3793206 by Brian.Karis Added color grading control BlueCorrection to correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet. Added color grading control ExpandGamut which expands bright saturated colors outside the sRGB gamut to fake wide gamut rendering. ACES changes. Change 3793344 by Marcus.Wassmer Fix editortest compile Change 3794285 by Guillaume.Abadie Serializes PermutationId according to archive rendering version to avoid issues with old material that were serializing a shader map into UObject. Change 3794307 by Guillaume.Abadie Resaves uassets that were modified between 3789648 and 3794285 Change 3794627 by Mark.Satterthwaite Implement two components for MTLPP, an IMP cache for Objective-C selector implementations & an interposition framework for those same selectors: - imp_SelectorCache & friends provide the IMP caching for each of the Metal protocols which constitute most of the API, so far I've not covered the Metal classes used for the various descriptor/initializer types. Each type has its own IMPTable which caches the selector's implementation pointer and provides the mechanism to hook that implementation. As Objective-C is runtime dynamic this look up must be performed on the actual Class value returned by an object at runtime - you can't do this at compile time. Even things like NSString which appear compile-time static are really not as NSString is an alias for a class-cluster (NSString, NSMutableString, __NSInlineString and more). - The interpose directory contains MTI* files which are the framework for interposing all the functions in Metal's runtime API - I deliberately omit the descriptor classes & read-only functions as there's no benefit to interposing them - which I can build off to create a trace tool or a superior validation layer. Right now this is Mac only as there'll be some problems to solve for iOS/tvOS due to difference in linking requirements - not insurmountable. - Rebuild MTLPP's implementation of the C++ wrapper classes around the IMPTable's - this means we avoid all the objc_msgSend overhead for all the classes and functions whose implementations are cached. Right now the IMPTable is going to incur a look-up for all non-copy/move constructors which is suboptimal - ideally the Metal IMPTables would be cached in the Device object as they will be consistent within a single Device. - Sort out the MTLPP availability logic - it now exports the availability warnings to the caller and internally just blithely assumes it may call the functions, the caller is responsible for ensuring that calls are made only on appropriate devices & OSes. This reduces MTLPP complexity and better fits how MetalRHI works. - Fix a number of retain/release bugs that were lying dormant in MTLPP but exposed by the switch to IMPTables. - Add tvOS support. Next up, put this into MetalRHI and start fixing all the fallout. Change 3794631 by Mark.Satterthwaite Missed updating mtlpp's build.cs for TVOS. Change 3794651 by Uriel.Doyon UPointLightComponent::GetUnitsConversionFactor() now takes the cone angle as parameter. This allows to fix spotlight unit conversion when using lumens. Change 3794720 by Guillaume.Abadie Fixes a bug in Global{Bilinear,Trilinear}ClampedSampler that was actually doing a Point sampling. Change 3794749 by Mark.Satterthwaite Fix mtlpp.build.cs paths. Change 3794856 by Mark.Satterthwaite Fix some shadowing warnings. Change 3795484 by Daniel.Wright Implemented the Spherical Harmonic windowing algorithm from 'Stupid Spherical Harmonics (SH) Tricks' New WorldSettings Lightmass property VolumetricLightmapSphericalHarmonicSmoothing controls the global amount of smoothing applied Change 3795590 by Brian.Karis Area light fixes Fixed order of operations. This helps mixing of SourceRadius, SourceLength, and SoftSourceRadius. Change 3796832 by Marcus.Wassmer Correct shouldcache condition for new resolve shader Change 3796884 by Marcus.Wassmer Doing it right this time. Change 3797196 by Mark.Satterthwaite More updates to MTLPP to make things simpler and reduce the number of spurious Objective-C warnings that are emitted because of the way we are using the runtime. Change 3797200 by Daniel.Wright Lightmass now uses the highest density VolumetricLightmapDensityVolume settings that affect any part of a cell Change 3797221 by Daniel.Wright Reduced default SphericalHarmonicSmoothing based on RoboRecall tests. Now only active with strong direct lighting from static lights by default. Change 3797411 by Brian.Karis Disable ExpandGamut for old tone mapper. Change 3797462 by Mark.Satterthwaite More build warnings silenced after changing to the lowest possible deployment target OS for each library. Change 3797585 by Mark.Satterthwaite Range-based-For support in the NSArray wrapper. Change 3797836 by Mark.Satterthwaite Even more forward-declarations to avoid system headers poking through to the including code from mtlpp. Change 3798027 by Mark.Satterthwaite Fix handling of nil objects, on which no functions may be called, command-buffer retention and IMP declaration. Change 3798154 by Mark.Satterthwaite Fix some egregious memory leaks that rewriting to use mtlpp exposed before we carry on - don't want these slipping into 4.19. Change 3800990 by Mark.Satterthwaite Typedef all the completion-handler callback types in mtlpp to make future me's life easier. Change 3801400 by Chris.Bunner Improving automated test errors on failure to generate report data. Change 3801726 by Mark.Satterthwaite Correct some function availability and the command-buffer error status in mtlpp. Change 3801808 by Chris.Bunner Added DefaultScalability.ini to EngineTest that forces all quality levels to Engine default Epic for now to improve consistency. Change 3801862 by Marcus.Wassmer Update automated tests with color gamut change Change 3802214 by Chris.Bunner When running automated tests in and editor-locked PIE viewport, skip resizing as the editor can't handle this. Added bindable delegate called when ScreenshotRequest is processed - Useful to allow screenshots to override and restore settings per capture. #jira UE-53188 Change 3802243 by Chris.Bunner Added button to automated test screenshot browser to add or replace all outstanding test reports if appropriate. DeleteAllReports button is now only enabled whilst there are reports in the list. Change 3802372 by Chris.Bunner Updating more test screenshots. Change 3803683 by Chris.Bunner Adding more logging and multiple attempts to automated test report network save. Added small wait on repeated operations that are known to fail. Change 3803826 by Rolando.Caloca DR - vk - Fix merge issue Change 3804181 by Chris.Bunner Tentative fix for CIS test failure. Change 3804236 by Chris.Bunner Additional logging for case where file write silently fails, report platform-specific error. Change 3804303 by zachary.wilson Cleaning up assets in QAGame saved with empty engine versions to resolve warnings seen when launching on Change 3804410 by Chris.Bunner Added additional logging when automated screenshot test fails due to size mismatch. Mismatched bounds are colored red in the delta. Change 3804455 by Mark.Satterthwaite Fix a small number of persistent memory leaks on the Mac build that slowly consume more and more memory as you use the Editor - interacting with menu's was particularly egregious as each NSMenu would leak after you move away. #jira NA Change 3804667 by Chris.Bunner Speculative CIS fixes. Change 3806008 by Chris.Bunner Partially reimplementing backed-out CL 3804181 to improve consistency of how automated screenshot test settings are applied/restored. #tests CIS preflight job 8174412 Change 3806909 by Mark.Satterthwaite Use the vertex-shader's in-out mask to ensure that we only validate legitmate vertex-streams in Metal's DrawIndexedPrimitive implementation. #jira UE-53046 Change 3807059 by laz.matech Checking in QAGame Rendering Map, QA-PhysicalLightingUnits, for testing Physical Light Units. Wanted to get this in before copy up. #Jira none Change 3807726 by Chris.Bunner Removed a check that we can't fix up. The check hits unbound buffers which it assumes means a failure but is actually due to m.v.fetch. We don't have the information available to know which are which removed from the input without reading from the shader. #jira UE-53046 Change 3807800 by Guillaume.Abadie Fixes some warning in shader headers. Change 3807804 by Guillaume.Abadie Back out changelist 3807800 Change 3807807 by Guillaume.Abadie Relands shader header warnings. Change 3808046 by Chris.Bunner Dropping a new automated test error back to a warning as this may lead to genuine issues being ignored in the short term. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3809620 by Chris.Bunner Updating animated cloth test screenshot. Change 3803629 by Chris.Bunner Rebuilt CornellBox and DistanceField test maps, updated screenshots. Change 3787045 by Guillaume.Abadie Moves some global samplers to Common.ush Change 3809756 by Chris.Bunner Updating animated cloth test screenshot. [CL 3809764 by Chris Bunner in Main branch]
2017-12-15 12:47:47 -05:00
static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
{
const FPermutationDomain PermutationVector(Parameters.PermutationId);
const EUpscaleMethod UpscaleMethod = PermutationVector.Get<FMethodDimension>();
// Always allow point and bilinear upscale. (Provides upscaling for mobile emulation)
if (UpscaleMethod == EUpscaleMethod::Nearest || UpscaleMethod == EUpscaleMethod::Bilinear)
{
return true;
}
return IsFeatureLevelSupported(Parameters.Platform, ERHIFeatureLevel::SM5);
}
};
IMPLEMENT_GLOBAL_SHADER(FUpscalePS, "/Engine/Private/PostProcessUpscale.usf", "MainPS", SF_Pixel);
class FUpscaleVS : public FScreenPassVS
{
public:
DECLARE_GLOBAL_SHADER(FUpscaleVS);
// FDrawRectangleParameters is filled by DrawScreenPass.
SHADER_USE_PARAMETER_STRUCT_WITH_LEGACY_BASE(FUpscaleVS, FScreenPassVS);
using FParameters = FUpscaleParameters;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3809756) #rb None #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3761370 by Arne.Schober DR - Added CityHash to use with conatiners and stuff. It provides good performance and high quallity across multiple platforms. Change 3761437 by Guillaume.Abadie Optimises motion blur compute shader for consoles. Change 3761483 by Guillaume.Abadie Fixes D3D11 RHI lying to dynamic resolution heuristic with t.MaxFPS. Change 3761995 by Mark.Satterthwaite Add the Metal compiler path to the local .pch filename to avoid problems when Xcode moves. Change 3761996 by Mark.Satterthwaite Emit more details when a pixel shader is found to have no outputs at all which Metal doesn't permit. More likely this is a bug in the shader compiler not configuring the in-out mask correctly... #jira UE-52292 Change 3761999 by Mark.Satterthwaite No need to avoid tessellation for FMetalRHICommandContext::RHIEndDrawIndexedPrimitiveUP anymore - that was from back when the tessellation logic was replicated in each RHI*Draw* implementation. #jira UE-51937 Change 3762181 by Joe.Graf Changed MaxShaderJobBatchSize to 25 on Mac as it reduced shader compile time by 21% Change 3762607 by Mark.Satterthwaite Remove accidentally included changes from 3761995. Change 3762612 by Mark.Satterthwaite Enable the explicit sincos intrinsic for Metal to avoid instances of UE-52477 that can cause shaders to compile incorrectly through hlslcc. #jira UE-52477 Change 3762772 by Michael.Lentine Move RHI calls to render thread. Change 3763021 by Richard.Wallis Remove shader cache tool project and implementation. #jira UE-51613 Change 3763082 by Guillaume.Abadie More SceneTexture, SceneColor and SceneDepth automated tests Change 3763111 by Richard.Wallis Clone of CL 3763033 (Release-4.18): Fix for crash upon launching packaged game on Mac with Share Material Shader Code enabled. #jira UE-52121 Change 3763657 by Michael.Lentine Invalidate ddc for skeletal mesh render data so that the duplicated vertex render structures are properly serialized. Change 3763727 by Jian.Ru Fix Player Collision view mode. It is caused by checking an uninitialized vertex buffer so the check always fail. #jira UE-52052 Change 3763738 by Guillaume.Abadie Implements SSR input post process material location. Change 3764271 by Mark.Satterthwaite Allow ControlPointPatch lists to flow through MetalRHI as it was setup to handle this transparently - the VSHS compute shader will convert them to triangles to draw. Report the same warning as in the pipeline creation stage as this hasn't been formally validated. #jira UE-52454 Change 3764316 by Daniel.Wright Added AVolumetricLightmapDensityVolume - gives local control over Volumetric Lightmap density. Dropping the top mip outside of the play area in Monolith saves 20Mb (35Mb original). Volumetric Lightmap no longer refines around static translucent geometry - saves 5Mb in Monolith Reworked brick culling by error mechanism. Now compares error to interpolated parent lighting instead of the brick average - prevents dropping constant value bricks which are near a wall and cause leaking due to parent interpolation after being culled. Change 3764318 by Daniel.Wright Missing file Change 3764321 by Daniel.Wright Shader compiling memory optimizations * Editor memory: Sharing uniform buffer includes and GeneratedInstancedStereo.ush per FShaderType (was previously duplicated per FShader job) * SCW input size: Sharing uniform buffer includes and SharedEnvironment per batch * 7.6Gb of shader job inputs in memory -> .5Gb (13x less) when doing a full shader compile of Paragon Editor * 13.8Gb written into worker input files -> 2.9Gb (4.7x less). Global shaders are never batched when sent to SCW so unoptimized by these changes. Change 3764595 by Daniel.Wright Added VolumetricLightmapDensityVolume asset icons Change 3764701 by Michael.Lentine Add duplicated vertices merging for meshmerge. Change 3766002 by Guillaume.Abadie Fixes a crash in translucency. Change 3766007 by Guillaume.Abadie Oups.... Fixes compilation failure. Change 3766697 by Guillaume.Abadie Giant refactor of global shader interface for upcoming native support of permutation. CL generated by python script. Change 3767205 by Chris.Bunner Deferring FMaterial::RenderingThreadShaderMap update to render-thread rather than assumption commands have been flushed. #jira UE-50652 Change 3767207 by Chris.Bunner Clamp fetched texture coordinates to those available on the mesh. Change 3767209 by Chris.Bunner PR #4203: Early-outs in UMaterialInstance parameter setters (Contributed by stefanzimecki) #jira UE-52193 Change 3767772 by Mark.Satterthwaite MetalShaderFormat will no longer fallback to text shaders when you ask it to compile to bytecode but the bytecode compiler is not available (either locally or remotely) - this ensures that the DDC can't be poisoned by incorrectly configured clients. The Editor is already setup such that if the remote shader compiler is not configured & Xcode is not available locally the shader-compiler will be invoked to generate text shaders. #jira UE-52554 Change 3768604 by Guillaume.Abadie Polish up with new global shader function signature. Change 3768993 by Guillaume.Abadie Fixes r.Upscale.Panini cvars Change 3769478 by Mark.Satterthwaite Move the ue4_stdlib.metal & PCH into a temporary directory that exists for the lifetime of the SCW on the remote side as well as the local one and add this path as an include directory. #jira UE-52587 Change 3769703 by Mark.Satterthwaite For all Metal platforms >= Metal v1.2 transform mul(a,b) into fma(a,b,0) to prevent the Apple compiler reordering operations differently between the base & depth passes which results in variance in the position output. For iOS disable fast-math when the vertex-shader uses World-Position-Offset because there are additional problems on the iOS shader compiler that result in position variance even with the above fix - WPO performance will suffer but I don't have any alternatives. Remove the depth-offset hack from the depth-only vertex shader again. #jira UES-5651 Change 3769763 by Mark.Satterthwaite Handle swizzle's in the hlslcc fma identification pass so that we reduce the number of instructions and the platform compiler can't break the instructions up. Change 3769849 by Mark.Satterthwaite Fix CIS error. Change 3770517 by Richard.Wallis Fix for crash when creating a new media texture (AppleIntelHD5000GraphicsMTLDriver!SamplerStage::bindSamplerToTexture()). Missing texture resource for binding. Old InitDynamicRHI() code has been refactored out into seperate functions which leaves us on Mac with a NULL resource initially after creation which Metal doesn't like. This fix puts InitDynamicRHI down the default setup/clear path which inits default resources - I don't think we should use a global dummy in this instance as this is a render target. #jira UE-51940 Change 3770688 by Uriel.Doyon Fixed texture resolution returning 0 when running blueprint construction scripts at cook time. Change 3771115 by Mark.Satterthwaite Report errors from failed attempts to compile global shaders or we can't see why things fail on non-Windows platforms. Change 3771263 by Mark.Satterthwaite Change the way ManualVertexFetch is enabled on Metal platforms so that it is enabled when targeting Metal v1.2 and higher (macOS 10.12+/iOS 10+). This brings iOS in the Desktop Forward renderer back into line with the Mac. #jira UERNDR-300 Change 3773472 by Guillaume.Abadie Fixes a crash on PIE of SimpleComposure project. Change 3773475 by Guillaume.Abadie Fixes bug in editor viewport caused by SSR input changes. Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3777037 by Mark.Satterthwaite Remove incorrect change that caused a reference to "accurate::sincos" to appear in some Metal shaders rather than "precise::sincos". Change 3777122 by Mark.Satterthwaite Back out changelist 3777037 - I'm blind and wasn't seeing the real problem was a stale shader cache... Change 3777196 by Mark.Satterthwaite Fix text-shader compilation on iOS 10 - maybe iOS 9 too (untested!). We need our own make_scalar type-trait template for ue4_stdlib.metal so that we still compile with older iOS runtime compilers and we can't use as_type to directly implement the packHalf2x16/unpackHalf2x16 intrinsics for these older runtime compilers either. Change 3779098 by Rolando.Caloca DR - vk - Fix query index Change 3779275 by Mark.Satterthwaite Silence the Metal runtime compiler warning caused by use of a deprecated enum value when running text shaders compiled for Metal v1.0/1.1 on a Metal v1.2+ OS. #jira UE-52554 Change 3779427 by Rolando.Caloca DR - vk - Fix for allocator contention Change 3779608 by Uriel.Doyon Fixed invalid access in the resave package commantlet when building texture streaming material data for materials enabling tesselation. Change 3784496 by Mark.Satterthwaite Temporarily disable USE_OBJECT_COMPOSITING_TILE_CULLING for Metal shader compilation only - other platforms are unaffected - as it isn't working properly for some reason. need to work out what's up but don't want Distance Fields to be completely snookered in the interim. #jira UE-52952 Change 3784608 by Rolando.Caloca DR - Copy 3784588 - Fix for drivers returning out of date swapchains during resizes Change 3784734 by Mark.Satterthwaite Real fix for UE-52952 - MetalShaderFormat wasn't propagating the full thread-group value. #jira UE-52952 Change 3784741 by Mark.Satterthwaite More Metal debugging commandline options "-metalfastmath" & "-metalnofastmath" to force fast-math on or off for all shaders, must be using runtime-compiled shaders (i.e. -metalshaderdebug or r.Shaders.Optimise=0) to take effect. Change 3787103 by Guillaume.Abadie Kills BuiltinSamplers UB Change 3787207 by Guillaume.Abadie Sorry, compile fix that were fine with local changes... Change 3787396 by Marcus.Wassmer PR #4271: UE-52901: Set VIS_Max meta to hidden (Contributed by projectgheist) Change 3788028 by Peter.Sumanaseni Working linear HDR exr output from sequencer Change 3788536 by Mark.Satterthwaite Track whether the Metal shader uses the discard_fragment function as when this is used but without any other outputs we know we need to bind at least one render-target or a depth-stencil surface but we don't know which. This lets us correctly error when we encounter a shader with no outputs at all which Metal doesn't permit. #jira UE-52292 Change 3788538 by Mark.Satterthwaite Let's try mitigating UE-46604 on Nvidia by retaining resource references in the command-buffer. This shouldn't be necessary and isn't typically on other vendors but we haven't been able to reproduce this reliably enough to get to the bottom of it. #jira UE-46604 Change 3789083 by Guillaume.Abadie Implements global shader permutations. Example in ScreenSpaceReflections.cpp. Change 3789090 by Guillaume.Abadie Fixes linux build. Change 3789106 by Guillaume.Abadie Fixes compilation failure in niagara plugin. Change 3789274 by Guillaume.Abadie Avoid hit proxies to clobber TAA's hitsory. #jira UE-52968 Change 3789380 by Guillaume.Abadie Back out changelist 3789083: global shader permutation because compilation failure in clang. Change 3789648 by Guillaume.Abadie Relands global shader permutation, with clang support. Change 3789712 by Guillaume.Abadie Fixes TestImage show flag with TAAU on. #jira UE-53061 Change 3791593 by Guillaume.Abadie Reinvalidates shaders with shader permutations. Change 3791884 by Daniel.Wright Added BP setter for LowerHemisphereColor Change 3791886 by Daniel.Wright Added LightmapType to PrimitiveComponent * ForceVolumetric allows forcing static geometry to use Volumetric Lightmaps, which can be useful on instanced foliage where seams are prevalent. Lightmass internal caching still requires lightmap UVs and reasonable lightmap resolution. * ForceSurface replaces bLightAsIfStatic Improvements to Volumetric Lightmap quality needed for static geometry * Stationary light shadowing is now dilated inside geometry * Now doing two dilation passes since samples near geometry see inside due to ray start bias * Refinement around geometry uses an expanded cell bounds when the geometry is going to use Volumetric Lightmaps, since cross-resolution stitching causes leaking Lightmass debug primitives are now tied to a swarm task instead of global - allows debugging of Volumetric Lightmap tasks Change 3792256 by Guillaume.Abadie Fixes a bug where permutation was not actually serialised in FShader, so was ending up recompiling shader at every load. Change 3792884 by Marcus.Wassmer Copying //UE4/Partner-AMD to Dev-Rendering (//UE4/Dev-Rendering) Change 3793200 by Marcus.Wassmer Copying //UE4/Partner-IDV-SpeedTree to Dev-Rendering (//UE4/Dev-Rendering) Speedtree 8 support Change 3793206 by Brian.Karis Added color grading control BlueCorrection to correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet. Added color grading control ExpandGamut which expands bright saturated colors outside the sRGB gamut to fake wide gamut rendering. ACES changes. Change 3793344 by Marcus.Wassmer Fix editortest compile Change 3794285 by Guillaume.Abadie Serializes PermutationId according to archive rendering version to avoid issues with old material that were serializing a shader map into UObject. Change 3794307 by Guillaume.Abadie Resaves uassets that were modified between 3789648 and 3794285 Change 3794627 by Mark.Satterthwaite Implement two components for MTLPP, an IMP cache for Objective-C selector implementations & an interposition framework for those same selectors: - imp_SelectorCache & friends provide the IMP caching for each of the Metal protocols which constitute most of the API, so far I've not covered the Metal classes used for the various descriptor/initializer types. Each type has its own IMPTable which caches the selector's implementation pointer and provides the mechanism to hook that implementation. As Objective-C is runtime dynamic this look up must be performed on the actual Class value returned by an object at runtime - you can't do this at compile time. Even things like NSString which appear compile-time static are really not as NSString is an alias for a class-cluster (NSString, NSMutableString, __NSInlineString and more). - The interpose directory contains MTI* files which are the framework for interposing all the functions in Metal's runtime API - I deliberately omit the descriptor classes & read-only functions as there's no benefit to interposing them - which I can build off to create a trace tool or a superior validation layer. Right now this is Mac only as there'll be some problems to solve for iOS/tvOS due to difference in linking requirements - not insurmountable. - Rebuild MTLPP's implementation of the C++ wrapper classes around the IMPTable's - this means we avoid all the objc_msgSend overhead for all the classes and functions whose implementations are cached. Right now the IMPTable is going to incur a look-up for all non-copy/move constructors which is suboptimal - ideally the Metal IMPTables would be cached in the Device object as they will be consistent within a single Device. - Sort out the MTLPP availability logic - it now exports the availability warnings to the caller and internally just blithely assumes it may call the functions, the caller is responsible for ensuring that calls are made only on appropriate devices & OSes. This reduces MTLPP complexity and better fits how MetalRHI works. - Fix a number of retain/release bugs that were lying dormant in MTLPP but exposed by the switch to IMPTables. - Add tvOS support. Next up, put this into MetalRHI and start fixing all the fallout. Change 3794631 by Mark.Satterthwaite Missed updating mtlpp's build.cs for TVOS. Change 3794651 by Uriel.Doyon UPointLightComponent::GetUnitsConversionFactor() now takes the cone angle as parameter. This allows to fix spotlight unit conversion when using lumens. Change 3794720 by Guillaume.Abadie Fixes a bug in Global{Bilinear,Trilinear}ClampedSampler that was actually doing a Point sampling. Change 3794749 by Mark.Satterthwaite Fix mtlpp.build.cs paths. Change 3794856 by Mark.Satterthwaite Fix some shadowing warnings. Change 3795484 by Daniel.Wright Implemented the Spherical Harmonic windowing algorithm from 'Stupid Spherical Harmonics (SH) Tricks' New WorldSettings Lightmass property VolumetricLightmapSphericalHarmonicSmoothing controls the global amount of smoothing applied Change 3795590 by Brian.Karis Area light fixes Fixed order of operations. This helps mixing of SourceRadius, SourceLength, and SoftSourceRadius. Change 3796832 by Marcus.Wassmer Correct shouldcache condition for new resolve shader Change 3796884 by Marcus.Wassmer Doing it right this time. Change 3797196 by Mark.Satterthwaite More updates to MTLPP to make things simpler and reduce the number of spurious Objective-C warnings that are emitted because of the way we are using the runtime. Change 3797200 by Daniel.Wright Lightmass now uses the highest density VolumetricLightmapDensityVolume settings that affect any part of a cell Change 3797221 by Daniel.Wright Reduced default SphericalHarmonicSmoothing based on RoboRecall tests. Now only active with strong direct lighting from static lights by default. Change 3797411 by Brian.Karis Disable ExpandGamut for old tone mapper. Change 3797462 by Mark.Satterthwaite More build warnings silenced after changing to the lowest possible deployment target OS for each library. Change 3797585 by Mark.Satterthwaite Range-based-For support in the NSArray wrapper. Change 3797836 by Mark.Satterthwaite Even more forward-declarations to avoid system headers poking through to the including code from mtlpp. Change 3798027 by Mark.Satterthwaite Fix handling of nil objects, on which no functions may be called, command-buffer retention and IMP declaration. Change 3798154 by Mark.Satterthwaite Fix some egregious memory leaks that rewriting to use mtlpp exposed before we carry on - don't want these slipping into 4.19. Change 3800990 by Mark.Satterthwaite Typedef all the completion-handler callback types in mtlpp to make future me's life easier. Change 3801400 by Chris.Bunner Improving automated test errors on failure to generate report data. Change 3801726 by Mark.Satterthwaite Correct some function availability and the command-buffer error status in mtlpp. Change 3801808 by Chris.Bunner Added DefaultScalability.ini to EngineTest that forces all quality levels to Engine default Epic for now to improve consistency. Change 3801862 by Marcus.Wassmer Update automated tests with color gamut change Change 3802214 by Chris.Bunner When running automated tests in and editor-locked PIE viewport, skip resizing as the editor can't handle this. Added bindable delegate called when ScreenshotRequest is processed - Useful to allow screenshots to override and restore settings per capture. #jira UE-53188 Change 3802243 by Chris.Bunner Added button to automated test screenshot browser to add or replace all outstanding test reports if appropriate. DeleteAllReports button is now only enabled whilst there are reports in the list. Change 3802372 by Chris.Bunner Updating more test screenshots. Change 3803683 by Chris.Bunner Adding more logging and multiple attempts to automated test report network save. Added small wait on repeated operations that are known to fail. Change 3803826 by Rolando.Caloca DR - vk - Fix merge issue Change 3804181 by Chris.Bunner Tentative fix for CIS test failure. Change 3804236 by Chris.Bunner Additional logging for case where file write silently fails, report platform-specific error. Change 3804303 by zachary.wilson Cleaning up assets in QAGame saved with empty engine versions to resolve warnings seen when launching on Change 3804410 by Chris.Bunner Added additional logging when automated screenshot test fails due to size mismatch. Mismatched bounds are colored red in the delta. Change 3804455 by Mark.Satterthwaite Fix a small number of persistent memory leaks on the Mac build that slowly consume more and more memory as you use the Editor - interacting with menu's was particularly egregious as each NSMenu would leak after you move away. #jira NA Change 3804667 by Chris.Bunner Speculative CIS fixes. Change 3806008 by Chris.Bunner Partially reimplementing backed-out CL 3804181 to improve consistency of how automated screenshot test settings are applied/restored. #tests CIS preflight job 8174412 Change 3806909 by Mark.Satterthwaite Use the vertex-shader's in-out mask to ensure that we only validate legitmate vertex-streams in Metal's DrawIndexedPrimitive implementation. #jira UE-53046 Change 3807059 by laz.matech Checking in QAGame Rendering Map, QA-PhysicalLightingUnits, for testing Physical Light Units. Wanted to get this in before copy up. #Jira none Change 3807726 by Chris.Bunner Removed a check that we can't fix up. The check hits unbound buffers which it assumes means a failure but is actually due to m.v.fetch. We don't have the information available to know which are which removed from the input without reading from the shader. #jira UE-53046 Change 3807800 by Guillaume.Abadie Fixes some warning in shader headers. Change 3807804 by Guillaume.Abadie Back out changelist 3807800 Change 3807807 by Guillaume.Abadie Relands shader header warnings. Change 3808046 by Chris.Bunner Dropping a new automated test error back to a warning as this may lead to genuine issues being ignored in the short term. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3809620 by Chris.Bunner Updating animated cloth test screenshot. Change 3803629 by Chris.Bunner Rebuilt CornellBox and DistanceField test maps, updated screenshots. Change 3787045 by Guillaume.Abadie Moves some global samplers to Common.ush Change 3809756 by Chris.Bunner Updating animated cloth test screenshot. [CL 3809764 by Chris Bunner in Main branch]
2017-12-15 12:47:47 -05:00
static void ModifyCompilationEnvironment(const FGlobalShaderPermutationParameters& Parameters, FShaderCompilerEnvironment& OutEnvironment)
{
FScreenPassVS::ModifyCompilationEnvironment(Parameters, OutEnvironment);
OutEnvironment.SetDefine(TEXT("TESS_RECT_X"), FTesselatedScreenRectangleIndexBuffer::Width);
OutEnvironment.SetDefine(TEXT("TESS_RECT_Y"), FTesselatedScreenRectangleIndexBuffer::Height);
}
};
IMPLEMENT_GLOBAL_SHADER(FUpscaleVS, "/Engine/Private/PostProcessUpscale.usf", "MainVS", SF_Vertex);
EUpscaleMethod GetUpscaleMethod()
{
const int32 Value = CVarUpscaleQuality.GetValueOnRenderThread();
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3231693) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3219796 on 2016/12/02 by Rolando.Caloca DR - vk - Increase timeout to 60ms Change 3219884 on 2016/12/02 by Daniel.Wright Assert to help track down rare crash locking capsule indirect shadow vertex buffer Change 3219885 on 2016/12/02 by Daniel.Wright Fixed saving a package that doesn't exist on disk but exists in p4 at a newer revision when the user chooses 'Mark Writable' Change 3219886 on 2016/12/02 by Daniel.Wright Don't create projected shadows when r.ShadowQuality is 0 * Fixes crash in the forward path trying to render shadows * In the deferred path, the shadowmap was still being rendered and only the projection skipped, now all cost will be skipped Change 3219887 on 2016/12/02 by Daniel.Wright Changed ClearRenderTarget2D default alpha to 1, which is necessary for correct compositing Change 3219893 on 2016/12/02 by Daniel.Wright AMD AGS library with approved TPS Disabled DFAO on AMD pre-GCN PC video cards to workaround a driver bug which won't be fixed (Radeon 6xxx and below) Change 3219913 on 2016/12/02 by Daniel.Wright Level unload of a lighting scenario propagates the lighting scenario change - fixes crash when precomputed lighting volume data gets unloaded Change 3220029 on 2016/12/02 by Daniel.Wright Async shader compiling now recreates scene proxies which are affected by the material which was compiled. This fixes crashes which were occuring as proxies cache various material properties, but applying compiled materials would not update these cached properties (bRequiresAdjacencyInformation). * A new ensure has been added in FMeshElementCollector::AddMesh and FBatchingSPDI::DrawMesh to catch attempts to render with a material not reported in GetUsedMaterials * Fixed UParticleSystemComponent::GetUsedMaterials and UMaterialBillboardComponent::GetUsedMaterials * FMaterialUpdateContext should be changed to use the same pattern, but that hasn't been done yet Change 3220108 on 2016/12/02 by Daniel.Wright Fixed shadowmap channel assignment for stationary lights which are not in a lighting scenario level, when a lighting scenario level is present Change 3220504 on 2016/12/03 by Mark.Satterthwaite Metal Desktop Tessellation support from Unicorn. - Apple: Metal tessellation support added to MetalShaderFormat, MetalRHI and incl. changes to engine runtime/shaders for Desktop renderer and enabled in ElementalDemo by default (OS X 10.11 will run SM4). - Epic: Support for different Metal shader standards on Mac, iOS & tvOS which required moving some RHI functions around as this is a project setting and not a compile-time constant. - Epic: Fragment shader UAV support, which is also tied to newer Metal shader standard like Tessellation. - Epic: Significant refactor of MetalRHI's internals to clearly separate state-caching from render-pass management and command-encoding. - Epic: Internal MetalRHI validation code is now cleanly separated out into custom implementations of the Metal @protocol's and is on by default. - Epic: Various fixes to Layered Rendering for Metal. - Omits Mobile Tessellation support which needs further revision. Change 3220881 on 2016/12/04 by Mark.Satterthwaite Compiles fixes for iOS & static analysis fixes from Windows. Change 3221180 on 2016/12/05 by Guillaume.Abadie Avoid compiling PreviousFrameSwitch's both Current Frame and Previous Frame inputs every time. Change 3221217 on 2016/12/05 by Chris.Bunner More NVAPI warning fixups. Change 3221219 on 2016/12/05 by Chris.Bunner When comparing overriden properties used to force instance recompilation we need to check against the base material, not assume the immediate parent. #jira UE-37792 Change 3221220 on 2016/12/05 by Chris.Bunner Exported GetAllStaticSwitchParamNames and GetAllStaticComponentMaskParamNames. #jira UE-35132 Change 3221221 on 2016/12/05 by Chris.Bunner PR #2785: Fix comment typo in RendererInterface.h (Contributed by dustin-biser) #jira UE-35760 Change 3221223 on 2016/12/05 by Chris.Bunner Default to include dev-code when compiling material preview stats. #jira UE-20321 Change 3221534 on 2016/12/05 by Rolando.Caloca DR - Added FDynamicRHI::GetName() Change 3221833 on 2016/12/05 by Chris.Bunner Set correct output extent on PostProcessUpscale (allows users to extend chain correctly). #jira UE-36989 Change 3221852 on 2016/12/05 by Chris.Bunner 32-bit/ch EXR screenshot and frame dump output. Fixed row increment bug in 128-bit/px surface format readback. #jira UE-37962 Change 3222059 on 2016/12/05 by Rolando.Caloca DR - vk - Fix memory type not found Change 3222104 on 2016/12/05 by Rolando.Caloca DR - Lambdaize - Added quicker method to check if system textures are initialized Change 3222290 on 2016/12/05 by Mark.Satterthwaite Trivial fixes to reporting Metal shader pipeline errors - need to check if Hull & Domain exist. Change 3222864 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak when exiting Change 3222873 on 2016/12/06 by Rolando.Caloca DR - vk - Minor info to help track down leaks Change 3222875 on 2016/12/06 by Rolando.Caloca DR - Fix mem leak with VisualizeTexture #jira UE-39360 Change 3223226 on 2016/12/06 by Chris.Bunner Static analysis warning workaround. Change 3223235 on 2016/12/06 by Ben.Woodhouse Integrate from NREAL: Set a custom projection matrix on a SceneCapture2D Change 3223343 on 2016/12/06 by Chris.Bunner Moved HLOD persistent data to viewstate to fix per-view compatability. #jira UE-37539 Change 3223349 on 2016/12/06 by Chris.Bunner Fixed HLOD with FreezeRendering command. #jira UE-29839 Change 3223371 on 2016/12/06 by Michael.Trepka Removed obsolete check() in FMetalSurface constructor Change 3223450 on 2016/12/06 by Chris.Bunner Added explicit ScRGB output device selection rather than Nvidia-only hardcoded checks. Allows easier support for Mac and other devices moving forward. Change 3223638 on 2016/12/06 by Michael.Trepka Restored part of the check() in FMetalSurface constructor removed in CL 3223371 Change 3223642 on 2016/12/06 by Mark.Satterthwaite Experimental Metal EDR/HDR output support for Mac (iOS/tvOS need custom formats & shaders so they are not supported yet). - Only available on macOS Sierra (10.12) for Macs with HDR displays (e.g. Retina iMacs). - Enable with -metaledr command-line argument as it is off-by-default. - Sets up the CAMetalLayer & the back-buffer for RGBA_FP16 output on Mac using DCI-P3 as the color gamut and ACES 1000 nit ScRGB output encoding. Change 3223830 on 2016/12/06 by Rolando.Caloca DR - vk - Better error when finding an invalid Vulkan driver #jira UE-37495 Change 3223869 on 2016/12/06 by Rolando.Caloca DR - vk - Reuse fences Change 3223906 on 2016/12/06 by Guillaume.Abadie Fix alpha through TempAA artifact causing a small darker edge layouts. Change 3224199 on 2016/12/06 by Mark.Satterthwaite Fix a dumb copy-paste error from the HDR changes to Metal. Change 3224220 on 2016/12/06 by Mark.Satterthwaite Fix various errors with Metal UAV & Render-Pass Restart support so that we can use the Pixel Shader culling for DistanceField effects. - Unfortunately Metal requires that a texture be bound to start a render-pass, so reuse the dummy depth-stencil surface from the problematic editor preview tile rendering. Change 3224236 on 2016/12/06 by Mark.Satterthwaite IWYU CIS compile fix for iOS. Change 3224366 on 2016/12/06 by Mark.Satterthwaite Simplify some of the changes from CL# 3224220 so that we don't perform unnecessary clears. - If the RenderPass is broken to issue compute or blit operations then treat the cached RenderTargetsInfo as invalid, unless the RenderPass is restarted. - This guarantees that we don't erroneously ignore calls to SetRenderTargets if the calling code issues a dispatch between two RenderPasses that use the same RenderTargetsInfo. Change 3224416 on 2016/12/06 by Uriel.Doyon New default implementation for UPrimitiveComponent::GetStreamingTextureInfo using a conservative heuristic where the textures are stretched across the bounds. Optimized UPrimitiveComponent::GetStreamingTextureInfoWithNULLRemoval by not handling registered components with no proxy (essentially hidden game / collision primitives). Added blueprint support for texture streaming built data through FStaticMeshComponentInstanceData. Fix for material texture streaming data not being available on some cooked builds. Enabled split requests on all texture load requests (first loading everything visible and then loaded everything not visible). This is controlled by "r.Streaming.MinMipForSplitRequest" which defines the minimum mip for which to allow splitting. Forced residency are now loaded in two steps (visible, then forced), improving reactiveness. Updated "stat streaming" to include "UnkownRefMips" which represent texture with no known component referencing them, and also "LastRenderTimeMips" which related to timed primitives. Changed "Forced Mips" so that it only shows mips that are loaded become of forced residency. "Texture Streaming Build" now updates the map check after execution. Removed Orphaned texture logic as this has become irrelevant with the latest retention priority logic. Updated "r.streaming.usenewmetrics" so that it shows behavior before and after 4.12 improvements. Change 3224532 on 2016/12/07 by Uriel.Doyon Integrated CL 3223965 : Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore. Added more options to allow the user to cancel this build also. Change 3224714 on 2016/12/07 by Ben.Woodhouse Cherry pick CL 3223972 from //fortnite/main: Disable Geometry shader onchip on XB1. This saves 4ms for a single shadow casting point light @ 512x512 (4.8ms to 1.8ms) Change 3224715 on 2016/12/07 by Ben.Woodhouse New version of d3dx12.h from Microsoft which incorporates my suggested static analysis fixes. This avoids us diverging from the official version Change 3224975 on 2016/12/07 by Rolando.Caloca DR - vk - Dump improvements Change 3225012 on 2016/12/07 by Rolando.Caloca DR - Show warning if trying to use num samples != (1,2,4,8,16) Change 3225126 on 2016/12/07 by Chris.Bunner Added 'force 128-bit rendering pipeline' to high-res screenshot tool. #jira UE-39345 Change 3225449 on 2016/12/07 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3225485 on 2016/12/07 by Chris.Bunner Moved QuantizeSceneBufferSize to RenderCore and added call for PostProcess settings. Fixes screenpercentage out-of-bounds reads in some cases. #jira UE-19394 Change 3225486 on 2016/12/07 by Chris.Bunner Only disable TAA during HighResScreenshots if we don't have a reasonable frame-delay enabled. Change 3225505 on 2016/12/07 by Daniel.Wright Fixed exponential height fog disappearing with no skybox Change 3225655 on 2016/12/07 by Benjamin.Hyder Updating TM-Shadermodels to include Translucent lighting, Two sided, updated cloth animation, and adjusted lighting. Change 3225668 on 2016/12/07 by Chris.Bunner Dirty owning packages when user manually forces regeneration of all reflection captures. #jira UE-38759 Change 3226139 on 2016/12/07 by Rolando.Caloca DR - Fix recompute tangents disabling skin cache - Make some macros into lambdas #jira UE-39143 Change 3226212 on 2016/12/07 by Daniel.Wright Features which require a full prepass use DDM_AllOpaque instead of DDM_AllOccluders, which can be skipped if the component has bUseAsOccluder=false Change 3226213 on 2016/12/07 by Daniel.Wright Scene Capture 2D can specify a global clip plane, which is useful for portals * Requires the global clip plane project setting to be enabled Change 3226214 on 2016/12/07 by Daniel.Wright Improved deferred shadowing with MSAA by upsampling light attenuation intelligently in the base pass * If the current fragment's depth doesn't match what was used for deferred shadowing, the neighbor (cross pattern) with the nearest depth's shadowing is used * Edge artifacts can still occur where the upsample fails or the shadow factor was computed per-sample due to depth / stencil testing * Indirect Occlusion from capsule shadows also uses the nearest depth neighbor UV for no extra cost * Base pass on 970 GTX 1.69ms -> 1.85ms (.16ms) in RoboRecall Change 3226258 on 2016/12/07 by Rolando.Caloca DR - Typo fix Change 3226259 on 2016/12/07 by Rolando.Caloca DR - compile fix #jira UE-39143 Change 3226932 on 2016/12/08 by Chris.Bunner Re-saved Infiltrator maps to update reflection captures. #jira UE-38759 Change 3227063 on 2016/12/08 by Mark.Satterthwaite For Metal platforms ONLY temporarily disable USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING to avoid UE-37436 while the Nvidia driver team investigate why this doesn't work for them but does for the others. This won't affect non-Metal platforms and the intent is to revert this prior to 4.16 provided we can work through the problem with Nvidia. #jira UE-37436 Change 3227120 on 2016/12/08 by Gil.Gribb Merging //UE4/Dev-Main@3226895 to Dev-Rendering (//UE4/Dev-Rendering) Change 3227211 on 2016/12/08 by Arne.Schober DR - UE-38585 - Fixing crash where HierInstStaticMesh duplication fails. Also reverting the fix from UE-28189 which is redundant. Change 3227257 on 2016/12/08 by Marc.Olano Extension to PseudoVolumeTexture for more flexible layout Change by ryan.brucks Change 3227286 on 2016/12/08 by Rolando.Caloca DR - Fix crash when using custom expressions and using reserved keywords #jira UE-39311 Change 3227376 on 2016/12/08 by Mark.Satterthwaite Must not include a private header inside the MenuStack public header as that causes compile errors in plugins. Change 3227415 on 2016/12/08 by Mark.Satterthwaite Fix shader compilation due to my disabling of USE_LIGHT_GRID_REFLECTION_CAPTURE_CULLING on Metal - InstancedCompositeTileReflectionCaptureIndices needs to be defined even though Metal doesn't support instanced-stereo rendering. Change 3227516 on 2016/12/08 by Daniel.Wright Implemented UWidgetComponent::GetUsedMaterials Change 3227521 on 2016/12/08 by Guillaume.Abadie Fixes post process volume's indirect lighting color. #jira UE-38888 Change 3227567 on 2016/12/08 by Marc.Olano New upscale filters: Lanczos-2 (new default), Lanczos-3 and Gaussian Unsharp Mask Change 3227628 on 2016/12/08 by Daniel.Wright Removed redundant ResolveSceneDepthTexture from the merge Change 3227635 on 2016/12/08 by Daniel.Wright Forward renderer supports shadowing from movable lights and light functions * Only 4 shadow casting movable or stationary lights can overlap at any point in space, otherwise the movable lights will lose their shadows and an on-screen message will be displayed * Light functions only work on shadow casting lights since they need a shadowmap channel to be assigned Change 3227660 on 2016/12/08 by Rolando.Caloca DR - vk - Fix r.MobileMSAA on Vulkan - r.MobileMSAA is now read-only (to be fixed on 4.16) - Show time for PSO creation hitches #jira UE-39184 Change 3227704 on 2016/12/08 by Mark.Satterthwaite Fix Mac HDR causing incorrect output color encoding being used, HDR support is now entirely off unless you pass -metaledr which will enable it regardless of whether the current display supports HDR (as we haven't written the detection code yet). Fixed the LUT/UI compositing along the way - Mac Metal wasn't using volume LUT as it should have been, RHISupportsVertexShaderLayer now correctly returns false for non-Mac Metal platforms. Change 3227705 on 2016/12/08 by Daniel.Wright Replaced built-in samplers in the nearest depth translucency upsample because the built-in samplers are no longer bound on PC (cl 2852426) Change 3227787 on 2016/12/08 by Chris.Bunner Added extent clear to motion blur pass to catch misized buffers bringing in errors. Added early out to clear call when excluded region matches RT region. #jira UE-39437 Change 3228177 on 2016/12/08 by Marc.Olano Fix DCC sqrt(int) error Change 3228285 on 2016/12/08 by Chris.Bunner Back out changelist 3225449. #jira UE-39528 Change 3228680 on 2016/12/09 by Gil.Gribb Merging //UE4/Dev-Main@3228528 to Dev-Rendering (//UE4/Dev-Rendering) Change 3228940 on 2016/12/09 by Mark.Satterthwaite Editor fixes for 4.15: - PostProcessTonemap can't fail to bind a texture to the ColorLUT or the subsequent rendering will be garbage: the changes for optimising stereo rendering forgot to account for the Editor's use of Views without States for the asset preview thumbnails. Amended the CombineLUT post-processing to allocate a local output texture when there's no ViewState and read from this when this situation arises which makes everything function again. - Don't start render-passes without a valid render-target-array in MetalRHI. Change 3228950 on 2016/12/09 by Mark.Satterthwaite Make GPUSkinCache run on Mac Metal - it wasn't working because it was forcibly disabled on all platforms but for Windows D3D 11. - Fixed the Skeleton editor tree trying to access a widget before it has been constructed. - Enable GPUSkinCache for Metal SM5: doesn't render correctly, even on AMD, so needs Radar's filing and investigation. #jira UE-39256 Change 3229013 on 2016/12/09 by Mark.Satterthwaite Further tidy up in SSkeletonTreeView as suggested by Nick.A. Change 3229101 on 2016/12/09 by Chris.Bunner Log compile error fix and updated cvar comments. Change 3229236 on 2016/12/09 by Ben.Woodhouse XB1 D3D11 and D3D12: Use the DXGI frame statistics to get accurate GPU time unaffected by bubbles Change 3229430 on 2016/12/09 by Ben.Woodhouse PR #2680: Optimized histogram generation. (Contributed by PjotrSvetachov) Profiled on nvidia 980GTX (2x faster), and on XB1 (marginally faster) Change 3229580 on 2016/12/09 by Marcus.Wassmer DepthBoundsTest for AMD. Change 3229701 on 2016/12/09 by Michael.Trepka Changed "OS X" to "macOS" in few places where we display it and updated the code that asks users to update to latest version to check for 10.12.2 Change 3229706 on 2016/12/09 by Chris.Bunner Added GameUserSettings controls for HDR display output. Removed Metal commandline as this should replace the need for it. Change 3229774 on 2016/12/09 by Michael.Trepka Disabled OpenGL on Mac. -opengl is now ignored, we always use Metal. On old Macs that do not support Metal we show a message saying that the app requires Metal and exit. Change 3229819 on 2016/12/09 by Chris.Bunner Updated engine rendering defaults to better match current best practices. #jira UE-38081 Change 3229948 on 2016/12/09 by Rolando.Caloca DR - Fix d3d debug error #jira UE-39589 Change 3230341 on 2016/12/11 by Mark.Satterthwaite Don't fatally assert that the game-thread stalled waiting for the rendering thread in the Editor executable, even when running -game as the rendering thread can take a while to respond if shaders need to be compiled. #jira UE-39613 Change 3230860 on 2016/12/12 by Marcus.Wassmer Experimental Nvidia AFR support. Change 3230930 on 2016/12/12 by Mark.Satterthwaite Disable RHICmdList state-caching on Mac - Metal already does this internally and depends on receiving all state changes in order to function. Change 3231252 on 2016/12/12 by Marcus.Wassmer Fix NumGPU detection. (SLI only crash) Change 3231486 on 2016/12/12 by Mark.Satterthwaite Fix a stupid mistake in MetalStateCache::CommitResourceTable that would unnecessarily rebind samplers. Change 3231661 on 2016/12/12 by Mark.Satterthwaite Retain the RHI samplers in MetalRHI to guarantee lifetime. [CL 3231696 by Gil Gribb in Main branch]
2016-12-12 17:47:42 -05:00
return static_cast<EUpscaleMethod>(FMath::Clamp(Value, 0, static_cast<int32>(EUpscaleMethod::Gaussian)));
}
// static
FScreenPassTexture ISpatialUpscaler::AddDefaultUpscalePass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FInputs& Inputs,
EUpscaleMethod Method,
FPaniniProjectionConfig PaniniConfig)
{
check(Inputs.SceneColor.IsValid());
check(Method != EUpscaleMethod::MAX);
check(Inputs.Stage != EUpscaleStage::MAX);
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3357411) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3244756 on 2017/01/03 by Marcus.Wassmer Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering) Change 3248667 on 2017/01/05 by Olaf.Piesche Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure #jira UE-40160 Change 3249324 on 2017/01/06 by Marcus.Wassmer Resave with an actual version to stop cook warning Change 3249611 on 2017/01/06 by Marcus.Wassmer Just remove warning-causing niagara data for now. Change 3308052 on 2017/02/16 by Rolando.Caloca DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute Change 3308109 on 2017/02/16 by Rolando.Caloca DR - Upgrade glslang to 1.0.39.1 Change 3308111 on 2017/02/16 by Rolando.Caloca DR - Update Vulkan distribution to 1.0.39.1 Change 3308153 on 2017/02/16 by Rolando.Caloca DR - Updated glslang libs Change 3308842 on 2017/02/17 by Rolando.Caloca DR - Fixed copy/paste Change 3310007 on 2017/02/17 by Chris.Bunner Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971. #jira UE-37792 Change 3310154 on 2017/02/17 by Chris.Bunner Assert when attempting to add a custom material attribute already in the base attributes list. Change 3310155 on 2017/02/17 by Chris.Bunner PR #3231: Validate material index before accessing (Contributed by projectgheist) #jira UE-41774, UE-41788 Change 3310162 on 2017/02/17 by Chris.Bunner PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist) #jira UE-41823, UE-41950 Change 3310176 on 2017/02/17 by Chris.Bunner Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini). Update to AGS 5.0.5. Partial code tidy up. Change 3310187 on 2017/02/17 by Chris.Bunner Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression. #jira UE-41594 Change 3310215 on 2017/02/17 by Chris.Bunner Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available). More descriptive error for missing Cubemap UV input on TextureSample material node . #jira UE-33098 Change 3310838 on 2017/02/18 by Joe.Graf Moved some private functions to public for a licensee #CodeReview: matt.kuhlenschmidt #rb: n/a Change 3311876 on 2017/02/20 by Rolando.Caloca DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB #jira UE-42014 Change 3314139 on 2017/02/21 by Rolando.Caloca DR - Minor cleanup pass - Remove FVulkanPendingState - Renamed some classes for clarity - Hoist pending UAVs for flush out to pending compute state Change 3314642 on 2017/02/21 by Rolando.Caloca DR - Some more renaming Change 3315431 on 2017/02/21 by Ben.Salem Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time. #tests Ran showdown demo several times Change 3316710 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Fix refract intrinsic Change 3316718 on 2017/02/22 by Rolando.Caloca DR - hlslcc - Built libs to pick up change from 3316710 - refract fix Change 3316820 on 2017/02/22 by Benjamin.Hyder updating Tm-TrigNodes map Change 3317192 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317528 on 2017/02/22 by Benjamin.Hyder Updating QA-Decals map Change 3317639 on 2017/02/22 by Benjamin.Hyder Updating Decal on Complex Mesh example in QA-Decals Change 3317764 on 2017/02/22 by Benjamin.Hyder Final updates to QA-Decals Change 3318319 on 2017/02/22 by Rolando.Caloca DR - minor reorg/rename Change 3318379 on 2017/02/22 by Rolando.Caloca DR - more cleanup Change 3321181 on 2017/02/24 by Rolando.Caloca DR - Fix GL bug Change 3321247 on 2017/02/24 by Rolando.Caloca DR - Fix misc bugs Change 3321898 on 2017/02/24 by Chris.Bunner Only issue clear TLV dispatch if required. #jira UERNDR-193 Change 3321904 on 2017/02/24 by Chris.Bunner Added comment for potential future optimization. Change 3322013 on 2017/02/24 by Uriel.Doyon Fixed separate translucency being affected by Gaussian DOF #jira UE-40489 Change 3322517 on 2017/02/24 by Uriel.Doyon Fixed issue with InvestigateTexture command removing budget limit. Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures. #jira UE-40485 Change 3323470 on 2017/02/27 by Chad.Garyet Removing DDC job from dev-rendering Change 3323479 on 2017/02/27 by Chad.Garyet Removing RDU agent type Change 3323519 on 2017/02/27 by Chad.Garyet removing NCL/LHR/SEA agent types to clean up space Change 3323639 on 2017/02/27 by Benjamin.Hyder More updates to QA-Decals Change 3324207 on 2017/02/27 by Uriel.Doyon Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef Change 3324396 on 2017/02/27 by Uriel.Doyon Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization #jira UE-40485 Change 3325227 on 2017/02/28 by Chris.Bunner Fix-up AMD AGS libs. Change 3325566 on 2017/02/28 by Uriel.Doyon Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num Change 3326009 on 2017/02/28 by Uriel.Doyon Better fix for 3325566, as the previous fix would ignore the material instance overrides. Change 3327058 on 2017/03/01 by Benjamin.Hyder Preparing TM_Shadermodels map for automation Change 3328222 on 2017/03/01 by Chris.Bunner Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals. #jira UE-42449, UE-42446 Change 3329848 on 2017/03/02 by Uriel.Doyon Added some extra logs to help track UE-42168 Change 3329977 on 2017/03/02 by Rolando.Caloca DR - Fix bad clear value Change 3330008 on 2017/03/02 by Benjamin.Hyder More preparations for QA-Decals automation Change 3330754 on 2017/03/02 by Daniel.Wright Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything Change 3331451 on 2017/03/03 by Marc.Olano Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal Change 3331839 on 2017/03/03 by Rolando.Caloca DR - hlslcc - add missing file to project Change 3332247 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel PR #3305 #jira UE-42393 Change 3332259 on 2017/03/03 by Rolando.Caloca DR - Fix bad index into pixel formats PR #3237 #jira UE-41855 Change 3332305 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers PR #3271 #jira UE-32618 Change 3332313 on 2017/03/03 by Rolando.Caloca DR - Fix for integrated intel (properly) PR #3305 #jira UE-42393 Change 3332317 on 2017/03/03 by Rolando.Caloca DR - OpenGL SRV for index buffers (properly) PR #3271 #jira UE-32618 Change 3332368 on 2017/03/03 by Rolando.Caloca DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan Change 3333690 on 2017/03/06 by Daniel.Wright [Copy] Changing movable skylight properties no longer affects static draw lists Change 3333693 on 2017/03/06 by Daniel.Wright [Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations Change 3333705 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting. * 8 bit uses half memory but introduces error for thin surfaces or large meshes. Change 3333721 on 2017/03/06 by David.Hill DecalProxy: Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component). Change 3333772 on 2017/03/06 by Daniel.Wright [Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur. Change 3333790 on 2017/03/06 by Daniel.Wright [Copy] Mesh distance field generation uses Embree, for a 2.5x speedup * Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging Change 3333822 on 2017/03/06 by Daniel.Wright [Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp * Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up Change 3333827 on 2017/03/06 by Daniel.Wright [Copy] Range compress 8bit distance fields - gets one extra bit of precision on average Change 3333828 on 2017/03/06 by Daniel.Wright [Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low Change 3333831 on 2017/03/06 by Daniel.Wright Non-editor compile fix Change 3333836 on 2017/03/06 by Daniel.Wright [Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb. Change 3333843 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionExponent to skylight component * Useful for brightening up indoors without losing contact shadows as MinOcclusion does Change 3333845 on 2017/03/06 by Daniel.Wright [Copy] Capsule shadow BP functions Change 3333850 on 2017/03/06 by Daniel.Wright [Copy] Added OcclusionCombineMode to skylight component Change 3333854 on 2017/03/06 by Daniel.Wright [Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu Change 3333857 on 2017/03/06 by Daniel.Wright [Copy] Clear light attenuation for local lights with a quad covering their screen extents * Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms. * Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4 Change 3333860 on 2017/03/06 by Daniel.Wright [Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory Change 3333861 on 2017/03/06 by Daniel.Wright [Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas Change 3333869 on 2017/03/06 by Daniel.Wright [Copy] Volumetric Fog using a volume texture mapped to the camera frustum * Volumetric fog can be enabled on an Exponential Height Fog component with additional controls * Lights have a VolumetricScatteringIntensity * New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale * Lighting features supported: * Directional light with CSM and a light function * Point / spot lights without shadows / light functions / IES profiles * Skylight with occlusion from distance fields * Analytical height fog covers the view range past where the volumetric fog ends * Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability * Translucency integrates properly into volumetric fog * Height fog StartDistance is not supported by volumetric fog and should be set to 0. Change 3333894 on 2017/03/06 by Daniel.Wright [Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering Change 3333902 on 2017/03/06 by Daniel.Wright [Copy] Better handling of volumetric fog enabled with distance of 0 Change 3333903 on 2017/03/06 by Daniel.Wright [Copy] Fixed volumetric fog trying to render light functions for a point light Change 3333908 on 2017/03/06 by Daniel.Wright [Copy] Volumetric materials * Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities. * Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius * Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice. * Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely Change 3334134 on 2017/03/06 by Daniel.Wright [Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree. Change 3334420 on 2017/03/06 by Daniel.Wright Fixed RTDF shadows Change 3335467 on 2017/03/07 by Benjamin.Hyder Initial submission of QA-Decals map to EngineTest Change 3335556 on 2017/03/07 by Daniel.Wright Changed mesh distance field default format back to R16f Change 3338020 on 2017/03/08 by Daniel.Wright Disable volumetric fog in vertex shaders for feature levels which don't support it Change 3339394 on 2017/03/09 by Chris.Bunner Correctly handle material texture translation error edge case. #jira UE-42579, UE-42670 Change 3339992 on 2017/03/09 by Daniel.Wright Only compile volumetric fog shaders on supporting platforms Change 3341858 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) #RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite Change 3342004 on 2017/03/10 by Arne.Schober Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering) Fix unity build #RB Marcus.Wassmer Change 3343307 on 2017/03/13 by Marcus.Wassmer Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc) Change 3343732 on 2017/03/13 by Rolando.Caloca DR - Vulkan compute pipeline & refactor Change 3344846 on 2017/03/14 by Rolando.Caloca DR - Android compile fixes Change 3344883 on 2017/03/14 by Rolando.Caloca DR - Add missing stencil load/store to PSO initializer Change 3344985 on 2017/03/14 by Rolando.Caloca DR - Made load/store actions uint8 Change 3345141 on 2017/03/14 by Rolando.Caloca DR - vk - Rework render pass hash Change 3345304 on 2017/03/14 by Benjamin.Hyder Updating TM-Distancefields map to include TemplateFloor mesh Change 3345387 on 2017/03/14 by Rolando.Caloca DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating Change 3345388 on 2017/03/14 by Rolando.Caloca DR - Do not stall when creating shaders on Vulkan Change 3345722 on 2017/03/14 by Chris.Bunner PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC) #jira UE-42752 Change 3345723 on 2017/03/14 by Chris.Bunner Reduce log verbosity causing spamming during landscape editing. #jira UE-42714 Change 3345725 on 2017/03/14 by Chris.Bunner [Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes. Change 3345726 on 2017/03/14 by Chris.Bunner Typo fixes. Change 3345732 on 2017/03/14 by Rolando.Caloca DR - Decouple vertex declaration off BSS Change 3345746 on 2017/03/14 by Chris.Bunner Added sign() intrinsic material graph node and delisted material function workaround. Change 3346042 on 2017/03/14 by Chris.Bunner Implement missing size query interface for FRenderTargetResources. #jira UE-41672 Change 3346387 on 2017/03/14 by Daniel.Wright [Copy] Added VolumetricScatteringIntensity to particle lights Change 3346389 on 2017/03/14 by Daniel.Wright [Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs Disable volumetric fog when the fog show flag is disabled Change 3346392 on 2017/03/14 by Daniel.Wright [Copy] Fixed skylight being much too bright on volumetric fog Change 3346406 on 2017/03/14 by Daniel.Wright [Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution. * Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite Change 3346412 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb Change 3346414 on 2017/03/14 by Daniel.Wright [Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb Change 3346415 on 2017/03/14 by Daniel.Wright [Copy] Missing file from cl 3338451 Change 3346421 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled * Volumetric fog converts NaNs to black now so they don't spread Change 3346422 on 2017/03/14 by Daniel.Wright [Copy] Fixed NaN in volumetric fog with low density values Change 3346423 on 2017/03/14 by Daniel.Wright [Copy] Changed default VolumetricFogScatteringDistribution to .2 Change 3346430 on 2017/03/14 by Daniel.Wright [Copy] New translucent material option to compute fog per pixel instead of the default per vertex Change 3346432 on 2017/03/14 by Daniel.Wright [Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass Fixed lifetimes of temporary Volumetric Fog render targets Change 3346526 on 2017/03/14 by Daniel.Wright [Copy] Volumetric Fog supports point and spot light shadows * These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map) * Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0' * Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing Change 3347053 on 2017/03/15 by Rolando.Caloca DR - android compile fix Change 3347384 on 2017/03/15 by Rolando.Caloca DR - Fix merge issue Change 3347643 on 2017/03/15 by Marcus.Wassmer Fix some bugs with the 'disable stationary skylight ffor the project' feature. Fixes lighting in Persona on Paragon. Change 3347979 on 2017/03/15 by Rolando.Caloca DR - Allow to automatically apply cached rendertargets to PSO initializer Change 3348024 on 2017/03/15 by Rolando.Caloca DR - Remove NullPS on Vulkan to avoid deadlock Change 3348303 on 2017/03/15 by Rolando.Caloca DR - Fix for debugging SCW with material SRT Change 3348357 on 2017/03/15 by Marcus.Wassmer Fix stencildither and a stencilref bug that was probably breaking decals sometimes. Change 3348549 on 2017/03/15 by Marcus.Wassmer Hopefully fix static analysis for potential nullptr access. Change 3348614 on 2017/03/15 by Marcus.Wassmer Duplicate some switch changes to fix crash on launch. Change 3349369 on 2017/03/16 by Gil.Gribb Fixed botched merge Change 3349947 on 2017/03/16 by Rolando.Caloca DR - Fix for mismatched primitive type Change 3349956 on 2017/03/16 by Benjamin.Hyder initial updates to TM-DistanceFields map Change 3350151 on 2017/03/16 by Rolando.Caloca DR - Fix UT compile issue Change 3350155 on 2017/03/16 by Rolando.Caloca DR - Catch mismatched primitive type on PSOs on D3D11 Change 3350192 on 2017/03/16 by Daniel.Wright Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor Change 3350736 on 2017/03/16 by Daniel.Wright Fixed formatting from merge Change 3350881 on 2017/03/16 by Rolando.Caloca DR - Fix texture arrays as UAVs on Metal Change 3350927 on 2017/03/16 by Rolando.Caloca DR - Fix warning Change 3350935 on 2017/03/16 by Daniel.Wright Fix for materials with non-Surface domains being skipped in mesh passes Change 3351583 on 2017/03/17 by Marcus.Wassmer Fix clang platforms Change 3351917 on 2017/03/17 by Marcus.Wassmer Fix linux compile Change 3351973 on 2017/03/17 by Marcus.Wassmer Fix mismatched rendertargetformat Change 3352038 on 2017/03/17 by Daniel.Wright Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing Change 3352110 on 2017/03/17 by Marcus.Wassmer Fix missing RT PSO apply Change 3352695 on 2017/03/17 by Arne.Schober DR - Remove PSO Rendertarget check in DX12 Resolve with Shader. #RB Rolando.Caloca Change 3352960 on 2017/03/17 by Arne.Schober DR - Fix some things that slipped trough the PSO merge #RB none Change 3353150 on 2017/03/18 by Rolando.Caloca DR - compile fix Change 3353205 on 2017/03/18 by Arne.Schober DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode #RB none Change 3353207 on 2017/03/18 by Arne.Schober DR - Fix Confusion #RB none Change 3355183 on 2017/03/20 by Nick.Bullard Fixed up Content orginzation for Decals automation tests in EngineTest Change 3355627 on 2017/03/20 by Arne.Schober DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed. Change 3356342 on 2017/03/21 by Marcus.Wassmer Fix clang errors Change 3356591 on 2017/03/21 by Arne.Schober DR - Fix ensure message #RB none Change 3356873 on 2017/03/21 by Arne.Schober DR - Fix comparission of undefined values in RendertargetApply Check Change 3357261 on 2017/03/21 by Marcus.Wassmer Fix LinuxEditor compile Change 3357294 on 2017/03/21 by Marcus.Wassmer Add missing SSE functions Change 3357351 on 2017/03/21 by Frank.Fella Fix win32 and linux compiler errors Change 3357370 on 2017/03/21 by Arne.Schober DR - disable ensure in test builds #RB Marcus.Wassmer [CL 3357449 by Marcus Wassmer in Main branch]
2017-03-21 17:46:52 -04:00
FScreenPassRenderTarget Output = Inputs.OverrideOutput;
if (!Output.IsValid())
{
FRDGTextureDesc OutputDesc = Inputs.SceneColor.Texture->Desc;
OutputDesc.Reset();
if (Inputs.Stage == EUpscaleStage::PrimaryToSecondary)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
{
const FIntPoint SecondaryViewRectSize = View.GetSecondaryViewRectSize();
QuantizeSceneBufferSize(SecondaryViewRectSize, OutputDesc.Extent);
Output.ViewRect.Min = FIntPoint::ZeroValue;
Output.ViewRect.Max = SecondaryViewRectSize;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
}
else
{
OutputDesc.Extent = View.UnscaledViewRect.Max;
Output.ViewRect = View.UnscaledViewRect;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
}
OutputDesc.Flags |= GFastVRamConfig.Upscale;
Output.Texture = GraphBuilder.CreateTexture(OutputDesc, TEXT("Upscale"));
Output.LoadAction = ERenderTargetLoadAction::EClear;
}
const FScreenPassTextureViewport InputViewport(Inputs.SceneColor);
const FScreenPassTextureViewport OutputViewport(Output);
PaniniConfig.Sanitize();
const bool bUsePaniniProjection = PaniniConfig.IsEnabled();
FUpscaleParameters* PassParameters = GraphBuilder.AllocParameters<FUpscaleParameters>();
PassParameters->RenderTargets[0] = Output.GetRenderTargetBinding();
PassParameters->Input = GetScreenPassTextureViewportParameters(InputViewport);
PassParameters->Output = GetScreenPassTextureViewportParameters(OutputViewport);
PassParameters->SceneColorTexture = Inputs.SceneColor.Texture;
PassParameters->SceneColorSampler = TStaticSamplerState<SF_Bilinear, AM_Border, AM_Border, AM_Border>::GetRHI();
PassParameters->PointSceneColorTexture = Inputs.SceneColor.Texture;
PassParameters->PointSceneColorTextureArray = Inputs.SceneColor.Texture;
PassParameters->PointSceneColorSampler = TStaticSamplerState<SF_Point, AM_Border, AM_Border, AM_Border>::GetRHI();
PassParameters->Panini = GetPaniniProjectionParameters(PaniniConfig, View);
PassParameters->UpscaleSoftness = FMath::Clamp(CVarUpscaleSoftness.GetValueOnRenderThread(), 0.0f, 1.0f);
PassParameters->View = View.ViewUniformBuffer;
FUpscalePS::FPermutationDomain PixelPermutationVector;
PixelPermutationVector.Set<FUpscalePS::FMethodDimension>(Method);
TShaderMapRef<FUpscalePS> PixelShader(View.ShaderMap, PixelPermutationVector);
const TCHAR* const StageNames[] = { TEXT("PrimaryToSecondary"), TEXT("PrimaryToOutput"), TEXT("SecondaryToOutput") };
static_assert(UE_ARRAY_COUNT(StageNames) == static_cast<uint32>(EUpscaleStage::MAX), "StageNames does not match EUpscaleStage");
const TCHAR* StageName = StageNames[static_cast<uint32>(Inputs.Stage)];
GraphBuilder.AddPass(
RDG_EVENT_NAME("Upscale(%s Method=%d) %dx%d -> %dx%d", StageName, int32(Method), Inputs.SceneColor.ViewRect.Width(), Inputs.SceneColor.ViewRect.Height(), Output.ViewRect.Width(), Output.ViewRect.Height()),
PassParameters,
ERDGPassFlags::Raster,
[&View, bUsePaniniProjection, PixelShader, PassParameters, InputViewport, OutputViewport](FRHICommandList& RHICmdList)
{
RHICmdList.SetViewport(OutputViewport.Rect.Min.X, OutputViewport.Rect.Min.Y, 0.0f, OutputViewport.Rect.Max.X, OutputViewport.Rect.Max.Y, 1.0f);
TShaderRef<FShader> VertexShader;
if (bUsePaniniProjection)
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
{
TShaderMapRef<FUpscaleVS> TypedVertexShader(View.ShaderMap);
SetScreenPassPipelineState(RHICmdList, FScreenPassPipelineState(TypedVertexShader, PixelShader));
SetShaderParameters(RHICmdList, TypedVertexShader, TypedVertexShader.GetVertexShader(), *PassParameters);
VertexShader = TypedVertexShader;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
}
else
{
TShaderMapRef<FScreenPassVS> TypedVertexShader(View.ShaderMap);
SetScreenPassPipelineState(RHICmdList, FScreenPassPipelineState(TypedVertexShader, PixelShader));
VertexShader = TypedVertexShader;
}
check(VertexShader.IsValid());
SetShaderParameters(RHICmdList, PixelShader, PixelShader.GetPixelShader(), *PassParameters);
DrawRectangle(
RHICmdList,
// Output Rect (RHI viewport relative).
0, 0, OutputViewport.Rect.Width(), OutputViewport.Rect.Height(),
// Input Rect
InputViewport.Rect.Min.X, InputViewport.Rect.Min.Y, InputViewport.Rect.Width(), InputViewport.Rect.Height(),
OutputViewport.Rect.Size(),
InputViewport.Extent,
VertexShader,
bUsePaniniProjection ? EDRF_UseTesselatedIndexBuffer : EDRF_UseTriangleOptimization);
});
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3760894) #rb Rendering #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3658809 by Chris.Bunner Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data. Change 3658842 by Chris.Bunner Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults. Change 3695269 by Arne.Schober DR - Make clang happy wreorder Change 3695418 by Guillaume.Abadie Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp. Change 3695430 by Guillaume.Abadie Fixes missing BeginFrame dynamic resolution event in EngineTest. Change 3695469 by Guillaume.Abadie Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters. Change 3696091 by Guillaume.Abadie Fixes Linux compilation failure in DynamicResolution.cpp Change 3696593 by Chris.Bunner Fixed typo in vetex factory enum. Change 3696596 by Chris.Bunner Added material attributes type checking to If material expression. Updated If material expression to validate compilation of inputs. Change 3696597 by Chris.Bunner Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs. Change 3696599 by Chris.Bunner Fixed material instance parameter visiblity when using nested static switches across functions. #jira UE-50878 Change 3696734 by Chris.Bunner Return type fix. Change 3697123 by Guillaume.Abadie Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits. Change 3697125 by Guillaume.Abadie Fixes compilation failure in MaterialExpressionIf.h Change 3697127 by Guillaume.Abadie Fixes compilation failure in DynamicResolution.cpp on shipping build. Change 3697135 by Guillaume.Abadie Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest. Change 3697199 by Guillaume.Abadie Fixes TAA upsample's shader compilation failure on Mac. Change 3697220 by Guillaume.Abadie Makes static analysis happy again. Change 3697280 by Chris.Bunner Fixing up invalid casts in material layers validation. Change 3697366 by Rolando.Caloca DR - hlslcc - Fix warning #jira UE-43988 Change 3697451 by Rolando.Caloca DR - vk - Per pipeline descriptor pools Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS Change 3697477 by Rolando.Caloca DR - vk - Custom memory allocator Remove old/unused stats Change 3697486 by Rolando.Caloca DR - vk - Fix validation issue Change 3697488 by Richard.Wallis Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame. Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter. #jira UE-37553 Change 3697501 by Richard.Wallis Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp. Original Code Review Description: Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled. - Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec. #jira UEPLAT-1677 Change 3697517 by Richard.Wallis XCode 9.0 extra nullability specifiers required. Change 3697537 by Richard.Wallis Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp Change 3697670 by Rolando.Caloca DR - vk - Fix mapstaging surface Change 3697846 by Uriel.Doyon Allow denormalized values when converting float32 to float16. Change 3697892 by Uriel.Doyon Fix for unaligned structure elements Change 3699335 by Richard.Wallis Mac compile fix - turns out I did need these nullability specifiers here. Change 3699663 by Guillaume.Abadie Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries. Change 3699959 by Rolando.Caloca DR - Fix barrier in the middle of render pass Change 3699969 by Rolando.Caloca DR - vk - Change dump layer location so it prints out validation ids Change 3700356 by Guillaume.Abadie Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI. Change 3701105 by Guillaume.Abadie Ignore per view automatic mip bias on texture type other than 2d textures. #jira UE-51396 Change 3702297 by Richard.Wallis Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok. #jira UE-51386 Change 3702357 by Richard.Wallis Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching! #jira UE-51386 Change 3702424 by Guillaume.Abadie Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading. #jira UE-51395 Change 3702464 by Guillaume.Abadie Fixes wrong viewport to buffer conversion of the distortion. #jira UE-51406 Change 3702819 by Guillaume.Abadie Fixes planar reflections with secondary screen percentage for HighDPI editor viewports. Change 3703732 by Guillaume.Abadie Removes unecessary check(); when there is more than 2 players with planar reflections. #jira UE-51436 Change 3704302 by Guillaume.Abadie Removes unecessary Interface suffix on new dynamic resolution related interfaces Change 3704390 by Chris.Bunner Fixed a coincidentally correct define. Change 3704730 by Rolando.Caloca DR - vk - Fix map for depth surfaces Change 3704739 by Rolando.Caloca DR - Debug label on D3D11 UAVs - Validate when running -d3debug Change 3705000 by Chris.Bunner Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254. Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties. Change 3706065 by Guillaume.Abadie Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView. Change 3706464 by Chris.Bunner Fixed material property translate overrides that were generating code in the wrong entry. Fixed conditions in If material expression GetInputType and IsMA check. #jira UE-51368 Change 3706641 by Chris.Bunner Missing "break" in switch statement (which unfortunately needs another bump to resolve). Change 3706642 by Guillaume.Abadie Fixes assertion failure when r.TemporalAA.EnableUpscale = 1 Change 3706650 by Gil.Gribb UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code. Change 3706733 by Daniel.Wright Print Embree Build time Change 3706841 by Daniel.Wright EmbreeFilterFunc4 now handles masked out intersections properly Change 3707437 by Rolando.Caloca DR - vk - Android compile fix #jira UE-51474 Change 3707785 by Guillaume.Abadie Fixes viewport issue in bloom setup pass with TAA upsample. Change 3709623 by Rolando.Caloca DR - vk - Missing barrier for reading into cpu Change 3709633 by Rolando.Caloca DR - vk - Compile fix Change 3710454 by Mark.Satterthwaite Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D. - Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load. - RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders). - Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>. - Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics. - Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore. - Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way). - STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else. - Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes. Change 3710456 by Mark.Satterthwaite Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups. Change 3710457 by Mark.Satterthwaite DX11 texture formats for Mac Metal please! Change 3710480 by Mark.Satterthwaite Permit RHI thread and parallel execution in Mac -game mode again. Change 3710522 by Mark.Satterthwaite MSVC type-mismatch error fixes. Change 3710580 by Mark.Satterthwaite Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10). Change 3710616 by Mark.Satterthwaite Missing file. Change 3712972 by Guillaume.Abadie Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass. Change 3712979 by Guillaume.Abadie Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale. Change 3713406 by Mark.Satterthwaite Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now. Change 3713494 by Richard.Wallis Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention. Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too. Also tested again repro in linked bug UE-24711. #jira UE-40533 Change 3713612 by Mark.Satterthwaite Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744 This should make Light Propagation Volumes potentially viable on non-Microsoft platforms. Change 3713623 by Mark.Satterthwaite Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal. Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be. Change 3713636 by Mark.Satterthwaite Enable LPVs for Mac Metal. - Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation. - MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible. - Turn on LPVs for Metal as it works now. Change 3714049 by Guillaume.Abadie Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer. Change 3714306 by Guillaume.Abadie Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries. Change 3714714 by Mark.Satterthwaite Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains. Change 3716104 by Mark.Satterthwaite Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update. Change 3716120 by Mark.Satterthwaite Silence static-analysis. Change 3716158 by Guillaume.Abadie Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3716271 by Daniel.Wright Lightmass correctness fixes * After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions * Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality. * Removed legacy fudge factor on point / spot light photon energy * Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone. * Fixed photons computing one more bounce than requested. * Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors. * Fixed visualization of photons without final gather Change 3716434 by Mark.Satterthwaite Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds. Change 3716491 by Chris.Bunner Fixing up an edge-case on a recent optimization. Change 3716611 by Guillaume.Abadie Allows secondary screen percentage >= 100%. Change 3716977 by Guillaume.Abadie Back out changelist 3716158 to unblock QA pass. #jira UE-51580 Change 3717111 by Arne.Schober Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/ Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small. CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready. Change 3717127 by Mark.Satterthwaite Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice. Change 3717178 by Mark.Satterthwaite Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken. #jira UE-51583 Change 3717476 by Marcus.Wassmer Fix PS4 compile. funciton local statics not allowed on PSSL Also enabled the new atomics method for LPVs for all platforms Change 3717502 by Arne.Schober DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries) Change 3717601 by Arne.Schober DR - Move cycle counter into more meaningfull locations. Change 3718054 by Guillaume.Abadie Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method. Change 3718066 by Guillaume.Abadie Reland: Rewrites editor primitive compositing to support TAA upsample. This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives. Change 3718589 by Mark.Satterthwaite Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled). Change 3718633 by Guillaume.Abadie Fixes temporal instability issue of TAA upsample with secondary screen percentage. Change 3718658 by Arne.Schober DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on. Change 3718818 by Mark.Satterthwaite Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero. Change 3719004 by Guillaume.Abadie Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample. Change 3719375 by Mark.Satterthwaite Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression. Change 3720099 by Mark.Satterthwaite Make the left-hand arguments work in airdiff. Change 3720413 by Mark.Satterthwaite Support standalone compute shaders in the mtlpp compiler test app. Change 3721232 by Mark.Satterthwaite No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available. Change 3721244 by Mark.Satterthwaite Fix incorrect enum handling for Metal features due to overflow. #jira UE-51643 Change 3721338 by Mark.Satterthwaite MIssing file from 3721232 Change 3721818 by Mark.Satterthwaite Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead. Change 3722139 by Arne.Schober DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one #jira UE-51602 Change 3722165 by Rolando.Caloca DR - Default -opengl to GL4 Change 3722682 by Guillaume.Abadie Fixes wrong clear color in SSR important for VR that has a HMD mesh. Change 3722766 by Rolando.Caloca DR - Fix static analysis Change 3722943 by Mark.Satterthwaite Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders. Change 3723100 by Mark.Satterthwaite Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version. Change 3723121 by Mark.Satterthwaite Fix build error. Change 3723245 by Daniel.Wright Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4. Change 3723387 by Arne.Schober DR - Metal already applies the instance and vertexoffset in the shader Change 3723393 by Mark.Satterthwaite More fixes to the mtlpp compiler test application. Change 3725258 by Guillaume.Abadie Improves fast TAA upsample shader permutation by 15% on console. Change 3725555 by Chris.Bunner [Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200. Change 3726845 by Guillaume.Abadie Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss. #jira UE-51428 Change 3728014 by Guillaume.Abadie Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision. #jira UE-51428 Change 3728053 by Richard.Wallis Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage. Change 3728339 by Guillaume.Abadie Adds project setting for TAA upample, and officialises TAA upsampling CVar. Change 3728549 by Guillaume.Abadie CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers. Change 3728752 by nick.bullard Built and re-saved QA-MeshPaint #jira UE-50978 Change 3728775 by Guillaume.Abadie Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage. Change 3729224 by Uriel.Doyon Hidden levels now keep their last build data when using lighting scenarios. Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios. #jira UE-40454 #jira UE-38131 Change 3729243 by Marcus.Wassmer Update Ansel to 1.4 #github 4159 #jira UE-51545 Change 3729325 by zachary.wilson Adding indirect lighting to TM-LightingChannels #jira UE-47069 Change 3729485 by zachary.wilson Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof. #jira UE-50972 Change 3729629 by Uriel.Doyon Fixed crash when using debug view modes. Fixed d3ddebug error when clearing quad overdraw buffer. #jira UE-51836 Change 3730053 by Guillaume.Abadie Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera. Change 3730308 by Guillaume.Abadie Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization. Change 3730355 by Guillaume.Abadie Sacrifices consistency for good cvar name for TAA upsample. Change 3731403 by Daniel.Wright Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values. Change 3731404 by Daniel.Wright Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture' Change 3731407 by Daniel.Wright Must opt-in for FDistanceFieldSceneData::VerifyIntegrity Change 3731517 by Guillaume.Abadie Freezes dynamic resolution heuristic when doing pause. Change 3732168 by Guillaume.Abadie Renames TAA upsampling cvar. Change 3732295 by Guillaume.Abadie Lets the scene texture's size and texel size return the correct sizes after TAA upsample. Change 3732313 by Guillaume.Abadie Implements SceneTexture material expressions' automated tests. Change 3734928 by Guillaume.Abadie Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic. Change 3735966 by Ryan.Vance Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac. Change 3736104 by Guillaume.Abadie Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way. Change 3736346 by Daniel.Wright Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred. Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly Change 3736348 by Daniel.Wright Forward shadowing of directional light for translucency * Static shadowing and CSM supported with minimal filtering (1 PCF) * Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency. Change 3736650 by Rolando.Caloca DR - vk - # of desc pools Change 3737985 by Guillaume.Abadie Fixes pixel inspector with primary and secondary screen percentage. Change 3738638 by Michael.Lentine Compile fix due to unclear operator precendence. Change 3739417 by Daniel.Wright Fixed a few issues with irradiance cache visualization Change 3739447 by Daniel.Wright Skip forward static shadowing in projects with static lighting disabled Change 3739595 by Daniel.Wright ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use. Change 3739598 by Daniel.Wright Disable capsules shadows on lowest shadow quality Change 3739611 by Daniel.Wright Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features New Lighting Feature show flags for RTDF shadows and Capsule Shadows Change 3740516 by Guillaume.Abadie Fixes VR editor rendering only on eye with TAA upsample. #jira UE-52016 Change 3740580 by Guillaume.Abadie Fixes chromatic aberration with TAA upsample and multiple view rendering. #jira UE-51993 Change 3740588 by Guillaume.Abadie Gives to FXAA a more explicit draw event name for easier UDN support. Change 3740845 by Michael.Lentine Fix shipping build. Change 3740903 by Guillaume.Abadie Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor. Change 3741355 by Daniel.Wright Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component Change 3741357 by Daniel.Wright More info on volumetric lightmap import failure Change 3742535 by Ryan.Vance Fix for view rect changes. Change 3743282 by Guillaume.Abadie Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react. Change 3743559 by Michael.Lentine Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated. Change 3743679 by Guillaume.Abadie Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144. #jira UE-51569 Change 3743906 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax Change 3744096 by Ryan.Brucks BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading. Change 3744253 by Guillaume.Abadie Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages. Change 3744953 by Chris.Bunner Crash workaround. Change 3745628 by Marcus.Wassmer Temporarily disable recalctangent normal-smoothing #jira UE-52166 Change 3745942 by Guillaume.Abadie Fixes a todo in FCommonViewportClient Change 3746005 by Guillaume.Abadie Fixes stat UnitGraph on high DPI monitor. Change 3746029 by Guillaume.Abadie Oups.... Fix compilation. :D Change 3748322 by Guillaume.Abadie Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands. Change 3748346 by Chris.Bunner Potential static analysis fix. Change 3748349 by Chris.Bunner Mac feature support flag fix on versions < 10.30. Change 3749336 by Guillaume.Abadie Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel! Change 3749374 by Guillaume.Abadie Adds a black background on the stat unitgraph so timing curves can be seen no matter the content. Change 3749437 by Guillaume.Abadie Final UI polish up for `stat unitgraph` Change 3749719 by Guillaume.Abadie Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage. Change 3750243 by Chris.Bunner Increasing controller's automated test timeout to allow for slower machines to complete the longest tests. #jira UE-48494, UE-51907 Change 3750728 by Guillaume.Abadie Fixes merge collision in chromatic aberration. #jira UE-52282 Change 3750791 by Guillaume.Abadie Fixes chromatic baerration R and G channel swap. Change 3751246 by Guillaume.Abadie Bypasses screen percentage apply with mobile LDR rendering. #jira UE-52089 Change 3752624 by Guillaume.Abadie Simplies dyn res state's event interface to a single virtual method. Change 3753766 by Chris.Bunner Rebuilt volumetric baked lighting test map and updated screenshots. #jira UE-52322 Change 3755108 by Guillaume.Abadie Fixes a bug where default dynamic resolution state was created at startup of server build. #jira UE-52345 Change 3755267 by Mark.Satterthwaite Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems. #jira UE-52301 Change 3755811 by Chris.Bunner Disable some new logging that was causing a stack overflow during EnginePreInit. #jira UE-52345 Change 3756983 by Mark.Satterthwaite Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities. #jira UE-52073 Change 3757156 by Guillaume.Abadie Fixes editor compositing with wireframe rendering. #jira UE-52017 Change 3757435 by Mark.Satterthwaite Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer. #jira UE-52327 Change 3757523 by Uriel.Doyon Fixed d3ddebug warning with unused inputs Change 3758318 by Guillaume.Abadie Cleaner fix for mobile scene captures. #jira UE-52327 Change 3759541 by Mark.Satterthwaite Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes. Change 3695086 by Guillaume.Abadie Render thread dynamic resolution & TAA upsample. Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/... New features breakdown: - TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles; - Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly; - Material texture per view mip bias to produce sharper images with TAA upsample; - Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics); - Dynamic resolution in PIE and game builds; - Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history; - Game user settings to enable/disable dynamic resolution; - In editor viewport screen percentage config to previsualise and test content at different screen percentage. Fixes: - Various fixes for algorithms producing different outputs at different screen percentage. - Various fixes for algorithms sampling outside view rects. Refactors: - TAA shader - Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing. Aknowledgements: - VR plugins are broken - DFAO still have some artifacts Premiliminary review: Marcus.Wassmer Review for TAA refactor and TAA upsample shader: Brian.Karis Review for dynamic resolution: Brian.Karis [CL 3761165 by Chris Bunner in Main branch]
2017-11-16 11:36:35 -05:00
return MoveTemp(Output);
}