2019-12-26 14:45:42 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
2014-03-14 14:13:41 -04:00
/*=============================================================================
SystemTextures . cpp : System textures implementation .
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = */
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
# include "SystemTextures.h"
# include "Math/RandomStream.h"
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# include "Math/Sobol.h"
2021-05-25 17:12:22 -04:00
# include "Math/Float16.h"
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
# include "RenderTargetPool.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3249742)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3232283 on 2016/12/13 by Ben.Woodhouse
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3232641 on 2016/12/13 by Mark.Satterthwaite
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
Change 3232661 on 2016/12/13 by Mark.Satterthwaite
Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later.
Change 3232759 on 2016/12/13 by Ben.Woodhouse
Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN
https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html
Change 3232803 on 2016/12/13 by Ben.Marsh
Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well.
Change 3232836 on 2016/12/13 by Ben.Marsh
Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs.
Change 3232974 on 2016/12/13 by Rolando.Caloca
DR - Refactor common code to UWorld::RecreateScene
#jira UE-36719
PR #2824
Change 3232976 on 2016/12/13 by Ben.Marsh
Add missing dependency on tools node for Mac cooks. Need to compile SCW first.
Change 3233289 on 2016/12/13 by Olaf.Piesche
Fixing potentially broken spot/point light fade with old content; initialize new properties properly
Change 3233811 on 2016/12/13 by Mark.Satterthwaite
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
Change 3233854 on 2016/12/13 by Mark.Satterthwaite
More information about texture type validation errors in Metal.
Change 3234650 on 2016/12/14 by Rolando.Caloca
DR - vk - Fix bad aspect on depth cubemaps
Change 3234651 on 2016/12/14 by Rolando.Caloca
DR - vk - Fix for 32 bit crash on dump layer
Change 3234813 on 2016/12/14 by Guillaume.Abadie
Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3235047 on 2016/12/14 by Uriel.Doyon
Refactored HLOD texture streaming strategy to separate forced load from visibility.
Added an incremental update in the last stage of the texture streaming update load to clear any pending work.
Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything.
Change 3235317 on 2016/12/14 by Uriel.Doyon
Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo.
Change 3235431 on 2016/12/14 by Rolando.Caloca
DR - Fix for Vulkan drawing black
Change 3236788 on 2016/12/15 by Mark.Satterthwaite
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
Change 3236850 on 2016/12/15 by Mark.Satterthwaite
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3237002 on 2016/12/15 by Benjamin.Hyder
submitting updated TM-Shadermodels map
Change 3237312 on 2016/12/15 by Rolando.Caloca
DR - Change more macros to lambdas
Change 3237394 on 2016/12/15 by Mark.Satterthwaite
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3237490 on 2016/12/15 by Daniel.Wright
Fixed ULandscapeComponent::GetUsedMaterials
Change 3237597 on 2016/12/15 by Ben.Woodhouse
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
Change 3237654 on 2016/12/15 by Daniel.Wright
Non-editor compile fix
Change 3238229 on 2016/12/16 by Rolando.Caloca
DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it
Change 3238236 on 2016/12/16 by Rolando.Caloca
DR - Compile fixes
Change 3238280 on 2016/12/16 by Marc.Olano
Small optimization to Lanczos-3 upsample shader code.
Change 3238321 on 2016/12/16 by Rolando.Caloca
DR - Compile fix
Change 3238331 on 2016/12/16 by Rolando.Caloca
DR - compile fix
Change 3238495 on 2016/12/16 by Marc.Olano
Replace TEA random number generator with PCG.
Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled.
Change 3238496 on 2016/12/16 by Marc.Olano
Tone mapping fix for OR-31752, cherry picked from Orion 3208273
Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance.
Change 3238520 on 2016/12/16 by Rolando.Caloca
DR - CIS Fix
Change 3238571 on 2016/12/16 by Rolando.Caloca
DR - CIS fix
Change 3238605 on 2016/12/16 by Daniel.Wright
Sharing IndirectLightingCacheTextureSampler samplers
Change 3238626 on 2016/12/16 by Daniel.Wright
Ray Traced Distance Field Shadow optimizations
* Tighter light space tile culling
* Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance
* Depth bounds test on upsample
* Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality
* RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes
Change 3238652 on 2016/12/16 by Rolando.Caloca
DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead
Change 3238855 on 2016/12/16 by Rolando.Caloca
DR - Added FRHITexture2D GetSizeXY
Change 3238881 on 2016/12/16 by Rolando.Caloca
DR - CIS fix
Change 3239008 on 2016/12/16 by Arne.Schober
DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands
Change 3239012 on 2016/12/16 by Arne.Schober
DR - missing file
Change 3239255 on 2016/12/17 by Rolando.Caloca
DR - Remove shader clears from D3D11
Change 3239690 on 2016/12/19 by Rolando.Caloca
DR - vk - Misc fixes from 1.0.37.00 SDK warnings
Change 3239964 on 2016/12/19 by Rolando.Caloca
DR - Fix click on editor not showing selected
Change 3239995 on 2016/12/19 by Rolando.Caloca
DR - Enable dist field on GL4 & Vulkan SM5
Change 3240162 on 2016/12/19 by Daniel.Wright
Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code
Change 3240163 on 2016/12/19 by Daniel.Wright
Distance field self shadowing controls for hiding world position offset self-shadow artifacts
* Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows
* Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground
Change 3240271 on 2016/12/19 by Daniel.Wright
Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers.
Change 3240282 on 2016/12/19 by Rolando.Caloca
DR - Proper fix for hit proxies clear
- Added missing stencil ref to DrawClearQuad
Change 3240316 on 2016/12/19 by Rolando.Caloca
DR - vk - Fixed some new 1.0.37.0 warnings
Change 3240354 on 2016/12/19 by Rolando.Caloca
DR - Dev shaders on sm4/5
Change 3240759 on 2016/12/20 by Rolando.Caloca
DR - Fix bad crc on GL element declarations
Change 3240895 on 2016/12/20 by Rolando.Caloca
DR - vk - Swapchain fixes
Change 3241057 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix resize on desktop
Change 3241112 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix 1.0.37.0 warnings
- Ignore some warnings we know we can't fix
Change 3241310 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix crash
Change 3241417 on 2016/12/20 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
Change 3241990 on 2016/12/21 by Daniel.Wright
Converted DistanceFieldVolume data to BulkData
* FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s
Change 3242005 on 2016/12/21 by Daniel.Wright
Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity
Change 3242295 on 2016/12/21 by Bob.Tellez
Duplicating CL#3242294 from //Fortnite/Main
#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled
Change 3242487 on 2016/12/21 by Marcus.Wassmer
Fix typo
Change 3243091 on 2016/12/22 by Daniel.Wright
Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS
Change 3243161 on 2016/12/22 by Uriel.Doyon
New async tasks for the streaming update. Optimizing the biggest frame cost.
Change 3243179 on 2016/12/22 by Uriel.Doyon
Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask
Change 3243236 on 2016/12/22 by Daniel.Wright
Fixed DFAO bilateral upsample
* Depth buffer was being unbound due to lack of DepthRead_StencilNop
Change 3243452 on 2016/12/23 by Ben.Woodhouse
Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners
#jira UE-35247
Change 3243512 on 2016/12/23 by Uriel.Doyon
Improved task system for texture streaming.
Change 3243742 on 2016/12/26 by Rolando.Caloca
DR - vk - Fix UAV clears
- Removed old validation layer
- Print found device layers
Change 3243745 on 2016/12/27 by Rolando.Caloca
DR - vk - Fix for texture cube arrays
- Warning for ClearUAVs
Change 3243762 on 2016/12/27 by Rolando.Caloca
DR - vk - Always use pipeline cache
Change 3244450 on 2016/12/31 by Rolando.Caloca
DR - vk - Pre reqs for separate transfer queue
Change 3244453 on 2016/12/31 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3244757 on 2017/01/03 by Marcus.Wassmer
Niagara is still experimental in non-task branches.
Change 3245059 on 2017/01/03 by Benjamin.Hyder
Submitting TM-TrigNodes map
Change 3245500 on 2017/01/03 by Olaf.Piesche
Compile fix #1 for post-merge problems
Change 3245572 on 2017/01/03 by Olaf.Piesche
(Speculative) fix #2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool.
Change 3245683 on 2017/01/03 by Marcus.Wassmer
Fix some niagara warnings
Change 3245732 on 2017/01/03 by Marcus.Wassmer
Fix Niagara compile on clang platforms.
Fix a few warnings / static analysis things as well.
Change 3246403 on 2017/01/04 by Rolando.Caloca
DR - vk - Fix bogus warning
Change 3246432 on 2017/01/04 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3246538 on 2017/01/04 by Rolando.Caloca
DR - vk - Show hitch time for compute psos
Change 3246580 on 2017/01/04 by Rolando.Caloca
DR - vk - compile fix
Change 3246610 on 2017/01/04 by Rolando.Caloca
DR - Compute PSO pre reqs
Change 3246707 on 2017/01/04 by Marcus.Wassmer
Add missing integer operations to UnrealMathDirectX.h
Change 3246786 on 2017/01/04 by Marcus.Wassmer
Avoid public dependency build errors. Should probably just remove the DDCUtils module instead
Change 3246828 on 2017/01/04 by Olaf.Piesche
UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view.
Change 3247026 on 2017/01/04 by Rolando.Caloca
DR - Remove CrossCompilerTool as it's not required anymore
Change 3247086 on 2017/01/04 by Marcus.Wassmer
Remove includes for Core.h monolithic header
Change 3247227 on 2017/01/04 by Marcus.Wassmer
Fix typo and compile errors.
Change 3247228 on 2017/01/04 by Marcus.Wassmer
Use crossplatform intrinsics
Change 3247229 on 2017/01/04 by Marcus.Wassmer
Implement missing integer NEON operations.
Change NEON vectorint to match name and sign from other platforms
Change 3247245 on 2017/01/04 by Marcus.Wassmer
Fixing various warnings/errors from clang platforms (Mac/Linux)
Change 3247331 on 2017/01/04 by Marcus.Wassmer
More Mac/clang fixes
Change 3247958 on 2017/01/05 by Marcus.Wassmer
VectorInt < - > Float ops should be conversions not reinterpret cast
Change 3247959 on 2017/01/05 by Marcus.Wassmer
Add missing ops to non-vector header
Change 3247964 on 2017/01/05 by Rolando.Caloca
DR - Temp fix for crash
#jira UE-40211
Change 3248067 on 2017/01/05 by Rolando.Caloca
DR - Static analysis fixes
#jira UE-40167
Change 3248284 on 2017/01/05 by Rolando.Caloca
DR - Linuix Compile fix
#jira UE-40260
Change 3248288 on 2017/01/05 by Rolando.Caloca
DR - Linux compile fix
#jira UE-40264
Change 3248399 on 2017/01/05 by Brian.Karis
Filtered importance sampling for envmap prefiltering.
Fixed SSR on clearcoat with skylight only.
Change 3248503 on 2017/01/05 by Rolando.Caloca
DR - Linux fixes
#jira UE-40264
Change 3248666 on 2017/01/05 by Brian.Karis
Fix GL compile error
Change 3248740 on 2017/01/05 by Marcus.Wassmer
Fix linux and clang errors/warnings
Change 3248851 on 2017/01/05 by Marcus.Wassmer
Simplest fix for ES2 compile errors
Change 3249217 on 2017/01/06 by Simon.Tovey
Speculative fix for static analysis warning
Change 3249296 on 2017/01/06 by Ben.Woodhouse
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3249300 on 2017/01/06 by Ben.Woodhouse
Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296
Change 3249387 on 2017/01/06 by Rolando.Caloca
DR - Fix GL clear issues
#jira UE-40254
Change 3249435 on 2017/01/06 by Ben.Woodhouse
Duplicated from UT CL 3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
Change 3249721 on 2017/01/06 by Marcus.Wassmer
Remove final references to non-existent Niagara data
Change 3249742 on 2017/01/06 by Marcus.Wassmer
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
[CL 3249983 by Marcus Wassmer in Main branch]
2017-01-06 17:51:46 -05:00
# include "ClearQuad.h"
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3774677 by Arne.Schober
DR - Deprecated SetLocal from the RHICmdlist
Fixed some unnecessary PSO collisions.
Change 3809579 by Chris.Bunner
Back out changelist 3774677.
#jira UE-53483
Change 3810363 by Mark.Satterthwaite
More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible.
This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere.
Change 3810407 by Marcus.Wassmer
PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster)
Change 3810676 by Guillaume.Abadie
Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size.
Change 3810696 by Guillaume.Abadie
Adds support for #include "../MyFile.ush" in the shader compiler.
Change 3810698 by Guillaume.Abadie
Implements enum class based shader permutation dimension.
Change 3810699 by Guillaume.Abadie
Implements Diaphragm DOF ground work.
Change 3811536 by Guillaume.Abadie
Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF.
Change 3811958 by Mark.Satterthwaite
More fixes for mtlpp.
Change 3811964 by Mark.Satterthwaite
Only views onto a mtlpp::Buffer should return a valid parent-buffer.
Change 3812604 by Guillaume.Abadie
Changes Diaphragm DOF's source file layout.
Change 3812827 by Mark.Satterthwaite
More missing/broken functionality in mtlpp fixed and fixed obvious leaks.
Change 3812920 by Guillaume.Abadie
Adds support for per mip level UAV in FSceneRenderTarget.
Change 3812926 by Mark.Satterthwaite
Change the way we handle mtlpp resource construction to avoid leaks.
Change 3812960 by Rolando.Caloca
DR - vk - Disable DFGI
Change 3812968 by Rolando.Caloca
DR - Linker fix
Change 3813318 by Mark.Satterthwaite
Fix linear texture allocation from a buffer sub-view.
Change 3813326 by Mark.Satterthwaite
Fix another Metal mtlpp sub-buffer allocation failure.
Change 3813328 by Guillaume.Abadie
Removes global samplers in TAA for GL4, Vulkan and Switch.
Change 3813937 by Rolando.Caloca
DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on
Change 3813947 by Rolando.Caloca
DR - noshaderworker should override r.XGEShaderCompile
Change 3817017 by Uriel.Doyon
Fixed texture editor black screen
#jira UE-53653
Change 3818568 by Rolando.Caloca
DR - Fix log when shader jobs crash
- Move log10 to common
- Added COMPILER_VULKAN define
Change 3818603 by Uriel.Doyon
Fix to static analysis warning
Change 3818623 by Rolando.Caloca
DR - Workaround hlslcc loop unrolling bug
Change 3819070 by Uriel.Doyon
Fix to stat duplication.
Change 3819105 by Uriel.Doyon
Refactored volume sample shader to avoid using texture dimension.
Change 3819136 by Rolando.Caloca
DR - vk - Per platform files (empty)
Change 3819180 by Rolando.Caloca
DR - vk - Move defines out of config into per platform
Change 3819247 by Rolando.Caloca
DR - vk - Remove more defines into platform settings
Change 3819318 by Rolando.Caloca
DR - vk - Fixes for linking
Change 3819868 by Rolando.Caloca
DR - vk - Linux & Android fixes
Change 3819873 by Guillaume.Abadie
Adds support for PermutationId on r.DumpShaderDebugInfo=1
Change 3819940 by Rolando.Caloca
DR - vk - Fix Linux issues
Change 3819956 by Rolando.Caloca
DR - vk - Invalid check
Change 3819961 by Michael.Lentine
Hide attributes when plugin is not present
Change 3819980 by Rolando.Caloca
DR - vk - Standard validation always
Change 3820039 by Rolando.Caloca
DR - vk - Fix invalid ensure
Change 3820326 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3820422 by Michael.Lentine
Add back GBufferAO.
Change 3820433 by Rolando.Caloca
DR - Fix D3D12 crash on 20 thread (10x2 cores) machines
Change 3821677 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3821961 by Rolando.Caloca
DR - Vulkan uses real UB by default on non-Android
Change 3821968 by Rolando.Caloca
DR - vk - Update glslang 1.0.65.1
Change 3821969 by Uriel.Doyon
Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME.
Change 3821983 by Rolando.Caloca
DR - vk - Change to static array (0.1ms on 10k draw calls)
Change 3824141 by Rolando.Caloca
DR - vk - Fix static analysis
- Bumped up some (c) 2017->2018
Change 3824355 by Rolando.Caloca
DR - vk - Accessor to find out if a cmd buffer has been submitted
Change 3824420 by Rolando.Caloca
DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs
Change 3824463 by Rolando.Caloca
DR - Removed dummy ensure for D3D12
Change 3824609 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3826074 by Mark.Satterthwaite
Start IMP-caching the various descriptor types in mtlpp.
Change 3826098 by Rolando.Caloca
DR - vk - Dump layer compile fixes
Change 3826113 by Rolando.Caloca
DR - vk - Missing dump functions
Change 3826302 by Rolando.Caloca
DR - vk - Compile fix
- Change dump handles to %p
Change 3826635 by Mark.Satterthwaite
Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler.
Change 3827072 by Mark.Satterthwaite
Switch some more mtlpp descriptors over to IMPTables from objc_msgSend.
Change 3827909 by Guillaume.Abadie
Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass.
Change 3827952 by Guillaume.Abadie
Updates copy right to year 2018 on diaphragm DOF's new files.
Change 3828055 by Rolando.Caloca
DR - vk - Rename in prep for changes
Change 3828229 by Guillaume.Abadie
Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map.
Change 3828427 by Guillaume.Abadie
Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation.
Change 3829979 by Guillaume.Abadie
Fixes a color NaN source in diaphragm DOF's TAA pass.
Change 3830116 by Rolando.Caloca
DR - vk - Fix GPU queries/frame time on old system
- New system in place, disabled temporarily
Change 3830169 by Rolando.Caloca
DR - vk - Fix async pso creation crash
Change 3830193 by Rolando.Caloca
DR - vk - CPU RHI thread improvement
Change 3830291 by Guillaume.Abadie
Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller.
Change 3830300 by Rolando.Caloca
DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h
Change 3830589 by Mark.Satterthwaite
In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change.
Change 3830793 by Mark.Satterthwaite
Fix a small number of bugs introduced with the mtlpp descriptor and table caching.
Change 3831491 by Jian.Ru
Fix driver version unknown
#jira UE-53688
Change 3832335 by Rolando.Caloca
DR - vk - Change include
Change 3832550 by Rolando.Caloca
DR - vk - Occlusion query rewrite WIP
Change 3832589 by Rolando.Caloca
DR - vk - Minor refactor to pools in prep for timestamps
Change 3832618 by Rolando.Caloca
DR - vk - Do not block timestamp queries
Change 3832636 by Rolando.Caloca
DR - vk - Fix old timestamp queries
Change 3833138 by Rolando.Caloca
DR - vk - Fix timestamp queries
Change 3833249 by Rolando.Caloca
DR - vk - Test lock
Change 3833667 by Rolando.Caloca
DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled)
Change 3833907 by Daniel.Wright
Fixed NextStartOffset UAV index out of bounds
Change 3833918 by Daniel.Wright
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3834852 by Rolando.Caloca
DR - vk - Missing file
Change 3834858 by Guillaume.Abadie
Implements r.DOF.MinimalFullresBlurringRadius
Change 3834979 by Rolando.Caloca
DR - vk - Fix
Change 3836117 by Rolando.Caloca
DR - vk - Update to 1.0.65.1
Change 3836122 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer
- Added new error codes/messages
Change 3836421 by Mark.Satterthwaite
For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C.
Change 3836896 by Uriel.Doyon
Fixed concurrency and exit issues around d3d12 pipeline states on windows.
Change 3837385 by Rolando.Caloca
DR - vk - Dump memory on OOM
Change 3837427 by Rolando.Caloca
DR - vk - Change some arrays to array views
Change 3837800 by Guillaume.Abadie
Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0.
Change 3838128 by Rolando.Caloca
DR - vk - Support for non-cached memory types
Change 3838540 by Guillaume.Abadie
Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability.
Change 3838731 by Rolando.Caloca
DR - vk - Descriptor pools per command buffer pool (turned off)
Change 3838961 by Rolando.Caloca
DR - vk - Use ring buffer for per frame uniform buffers
- Enable descriptor pools per layout recycled per command buffer
Change 3839087 by Rolando.Caloca
DR - vk - Compile fixes for Android
Change 3839106 by Marcus.Wassmer
PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema)
Change 3839252 by Mark.Satterthwaite
Fix mtlpp::Resource move operators.
Change 3839426 by Marcus.Wassmer
Duplicate 380972
Make PC GPU Benchmarks more reliable
Change 3840041 by Guillaume.Abadie
Fixes shader compilation failure in TAA with alpha channel through post processing support.
Change 3840257 by Chris.Bunner
Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket.
Change 3840308 by Rolando.Caloca
DR - vk - Support for UB & non-UB on emulation mode
Change 3840586 by Rolando.Caloca
DR - Copy 3840577
Fix for CPUs with more than 16 cores
Change 3840671 by Rolando.Caloca
DR - vk - Copy from 3840663
Fix for layout ensure on HMD projects on Vulkan
Change 3840980 by Rolando.Caloca
DR - vk - Android compile fixes
Change 3841989 by Guillaume.Abadie
Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time.
Change 3842216 by Guillaume.Abadie
Fixes DDOF's foreground alpha channel.
Change 3842217 by Guillaume.Abadie
Implements r.DOF.MaximalForegroundBlurringRadius
Change 3842353 by Guillaume.Abadie
Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0
Change 3842747 by Rolando.Caloca
DR - vk - Missing use of GPoolSizeVRAMPercentage
- Support for smaller allocations if page size is not available
Change 3842791 by Rolando.Caloca
DR - vk - Use 95% of available GPU memory to handle some fragmentation
Change 3843690 by Guillaume.Abadie
Fixes diaphragm DOF's foreground after all this refactoring.
Change 3844439 by Guillaume.Abadie
Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation.
Change 3844946 by Mark.Satterthwaite
rd_route v1.1.1 with attached TPS approval.
For macOS function interposition which is useful for debugging and the occasional workaround.
Change 3845164 by Mark.Satterthwaite
Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate.
We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem.
Change 3845849 by Marcus.Wassmer
Fix clang and some normal refactor errors
Change 3846026 by Rolando.Caloca
DR - vk - Descriptor set allocation scheme rewrite
- Type hash for each pool
- Desc sets Pool on device
Change 3846169 by Rolando.Caloca
DR - vk - Remove old code for non-layout descriptor set pools
Change 3846205 by Mark.Satterthwaite
Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha.
Change 3846346 by Arne.Schober
DR - Missing Vector instructions
Change 3847037 by Arne.Schober
DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer.
Fixed MorphTarget Skincache Offset mixxup
Change 3847275 by Marcus.Wassmer
Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering)
Change 3847464 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3847707 by Michael.Lentine
Only use MorphTargetOffset when the shader enables morph targets.
Change 3848533 by Richard.Wallis
Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader.
#jira UE-51716
Change 3848625 by Richard.Wallis
Compile Fix
Change 3848725 by Rolando.Caloca
DR - Remove use of Build/SetLocalGraphicsPipelineState
Change 3848797 by Rolando.Caloca
DR - Deprecate Build/SetLocalGraphicsPipelineState
Change 3849237 by Arne.Schober
DR - AddCustom Ver for ModelVertex Serialization
Change 3851247 by Rolando.Caloca
DR - vk - Util functions
Change 3851523 by Arne.Schober
DR - Update Reflection Comparission shot from the BuildFarm.
Change 3851859 by Rolando.Caloca
DR - vk - Skip loader
Change 3851889 by Krzysztof.Narkowicz
Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case.
#jira UE-51512
Change 3852181 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3852547 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852637 by Arne.Schober
DR - Fixing Normal Automated Test Result
Change 3853167 by Richard.Wallis
AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption.
#jira UE-35637
Change 3853447 by Chris.Bunner
Fixing typos.
Change 3853645 by Krzysztof.Narkowicz
Fixed light functions on subsurface materials
Removed strange code from blending between static and dynamic shadows
#jira UE-50275
Change 3853660 by Rolando.Caloca
DR - Fix OpenGL overwriting texture samplers on forward renderer
Change 3853945 by Mark.Satterthwaite
Duplicate #3831616
Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error.
#jira UE-53720
Change 3853966 by Mark.Satterthwaite
Duplicate #3835852
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3854250 by Uriel.Doyon
Fix fbx automation tests
Change 3854736 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3855047 by Jian.Ru
Fix DFAO getting NANs when samples out of ViewRect
#jira UE-54403
Change 3858197 by Krzysztof.Narkowicz
View frustum shadow caster culling for pointlights/spotlights
#jira UE-54381
Change 3860081 by Krzysztof.Narkowicz
Tighter bounding sphere for a spotlight
Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights
Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds
#jira UE-54258
Change 3860324 by Mark.Satterthwaite
Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings.
Change 3860945 by Arne.Schober
DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3861129 by Jian.Ru
Prevent distance culled objects from casting distance field direct shadows
#jira UE-54533
Change 3861502 by Jian.Ru
Exclude distance culled objects from DFAO calculation
#jira UE-54533
Change 3862243 by Krzysztof.Narkowicz
Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box
Change 3863476 by Krzysztof.Narkowicz
Added BuildReflections option to ResavePackages commandlet
#jira UE-54581
Change 3863717 by Rolando.Caloca
DR - vk - Missed using pipeline cache on compute PSOs
Change 3865332 by Arne.Schober
DR - Fix UE-52356 Bone Weight
Change 3866220 by Rolando.Caloca
DR - vk - Fixed GetNativeResource missing on textures
- Added support for -preferNvidia|AMD|Intel
- Added VulkanRHIBridge.h
- Minor fixes
Change 3866222 by Rolando.Caloca
DR - vk - Missed file
Change 3866951 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3867231 by Guillaume.Abadie
Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry.
Change 3867233 by Guillaume.Abadie
Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2
Change 3867594 by Daniel.Wright
Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup
Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow
Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors
Change 3870048 by Daniel.Wright
Cleaned up formatting in TranslucentRendering from merges
Change 3870106 by Krzysztof.Narkowicz
Fixed some FArchive Tell()/Seek() 64bit->32bit truncations
Change 3870211 by Rolando.Caloca
DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line
Change 3870225 by Rolando.Caloca
DR - vk - Some platforms do not use a standard swapchain
Change 3870267 by Arne.Schober
DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
Change 3870647 by Daniel.Wright
Moved FogRendering.h to Renderer
Change 3872130 by Krzysztof.Narkowicz
Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI
Merging GitHub Pull request #4459
"When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials."
#jira UE-54616
Change 3872145 by Rolando.Caloca
DR - vk - Optional SupportsMarkersWithoutExtension
Change 3872404 by Uriel.Doyon
Added some guards when streaming virtual textures.
Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice.
Fixed bad mipmap generation with UCanvasRenderTarget2D.
Change 3872507 by Arne.Schober
Back out changelist 3870267
Change 3874176 by Ben.Marsh
IncludeTool: Add an flag to prevent scanning source files for exported symbols.
Change 3874935 by Krzysztof.Narkowicz
Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized.
#jira UE-54656
Change 3875710 by Daniel.Wright
Renamed uniform buffer member macros to be much shorter for readability
Change 3876665 by Guillaume.Abadie
Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones.
Change 3876666 by Guillaume.Abadie
Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity.
Change 3876677 by Guillaume.Abadie
Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass.
Change 3876680 by Guillaume.Abadie
Cherry-pick 3872357: Oups... fixes build...
Change 3876683 by Guillaume.Abadie
Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass.
Change 3876687 by Guillaume.Abadie
Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering.
Change 3876690 by Guillaume.Abadie
Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance.
Change 3876694 by Guillaume.Abadie
Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation.
Change 3876695 by Guillaume.Abadie
Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event.
Change 3876783 by Rolando.Caloca
DR - Static analysis fix
Change 3876845 by Guillaume.Abadie
Implements USceneCaptureComponent::ProfilingEventName
Change 3877197 by Rolando.Caloca
DR - vk - OQ fixes (disabled)
Change 3877428 by Krzysztof.Narkowicz
Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426):
-The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls
-Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature.
-Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables)
-The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library.
-Letterboxing is now removed during multi-part capture, d'oh.
-Tiled shots are taken at full resolution even if ScreenPercentage < 100
-SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts
-Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots.
#jira UE-54244
#4426
Change 3879086 by Krzysztof.Narkowicz
Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world
Change 3879090 by Guillaume.Abadie
Fixes tones of regressions on diaphragm DOF's recombine passes.
Change 3879198 by Rolando.Caloca
DR - vk - Support for real uniform buffers on Android platforms
Change 3879993 by Krzysztof.Narkowicz
-Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData
-Fixed FSerializationHistory bug, when trying to serialize 0 bytes
#jira UE-43203
Change 3881462 by Guillaume.Abadie
Implements full res DOF's setup pass for cheaper full res gathering in recombine pass.
Change 3881524 by Krzysztof.Narkowicz
Fixed compilation by removing FTickableEditorObject from FPreviewScene
Change 3881724 by Chris.Bunner
Static analysis fix.
#jira UE-54762
Change 3881861 by Rolando.Caloca
DR - vk - Fix layout warning when generating mip chain
Change 3881864 by Rolando.Caloca
DR - Use render passes on HZB
Change 3882236 by Yuriy.ODonnell
IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting.
#jira UE-42534
#github 3326
Change 3882325 by Guillaume.Abadie
Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability.
Change 3882340 by Rolando.Caloca
DR - vk - Fix api dump
Change 3882430 by Rolando.Caloca
DR - vk - KHR_maintenance2
Change 3882563 by Rolando.Caloca
DR - Add depth-stencil access mode to PSO initializer
Change 3882929 by Rolando.Caloca
DR - vk - Proper fix for maintenance extension macros
Change 3883087 by Mark.Satterthwaite
Allow disabling VSync in windowed mode for macOS 10.13.4+ and above.
Change 3883597 by Guillaume.Abadie
Collapses full and half res DOF setup passes together.
Change 3883702 by Guillaume.Abadie
Fixes mac's build.
Change 3884747 by Uriel.Doyon
Fix for static analysis warning
Change 3884975 by Rolando.Caloca
DR - vk - Move some platform defines to platform properties
Change 3884988 by Rolando.Caloca
DR - vk - Make an override per platform
Change 3885832 by Rolando.Caloca
DR - vk - Cosmetic change to group similar members
Change 3885891 by Rolando.Caloca
DR - vk - Some _RenderThread functions to avoid stalls
Change 3886044 by Rolando.Caloca
DR - Added RHI api _RenderThread version of
RHICreateTextureReference
RHICreateShaderLibrary
RHICreateRenderQuery
Change 3886560 by Guillaume.Abadie
Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
Change 3886749 by Guillaume.Abadie
Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation.
Only used in hybrid scattering for now.
Change 3886750 by Guillaume.Abadie
Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh.
Change 3886752 by Rolando.Caloca
DR - Fix metal static analysis
Change 3887460 by Uriel.Doyon
Fixed to more static analysis warning.
Change 3888201 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass
- Fixed bad layout on rendering back buffer
Change 3888209 by Rolando.Caloca
DR - vk - Unity compile fix
Change 3888254 by Rolando.Caloca
DR - vk - Fix async texture layout
Change 3888893 by Guillaume.Abadie
Simulates bokeh in DOF's slight out of focus.
Change 3889085 by Guillaume.Abadie
Fixes DOF's reduce pass sampling outside viewport.
Change 3889924 by Rolando.Caloca
DR - vk - Skip seemingly bad validation error
Change 3890573 by Daniel.Wright
Only initialize FDiaphragmDOFGlobalResource in Feature Level 5
Change 3890590 by Arne.Schober
DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890638 by Arne.Schober
DR - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3891099 by Krzysztof.Narkowicz
1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request
#jira UE-54985
#4485
Change 3891234 by Krzysztof.Narkowicz
Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request
#jira UE-55121
Change 3891407 by Rolando.Caloca
DR - vk - Set vendor id earlier
Change 3891417 by Rolando.Caloca
DR - vk - Missing layout transitions
Change 3891718 by Arne.Schober
DR - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891925 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891987 by Rolando.Caloca
DR - vk - Support for dedicated allocations
Change 3892339 by Jian.Ru
Fix a crash when tessellation shaders are used in dx12
#jira UE-55127
Change 3892528 by Rolando.Caloca
DR - vk - Update Linux headers
Change 3892867 by Rolando.Caloca
DR - vk - Don't create swapchain if not needed
Change 3893416 by Guillaume.Abadie
Implements bokeh simmulation on foreground and background gather.
Change 3893732 by Chris.Bunner
GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset.
#jira UE-53404
Change 3893868 by Guillaume.Abadie
Allocates diaphragm DOF's buffers and structered buffer only on supported platforms.
Change 3893917 by Chris.Bunner
Potential fix for CIS.
Change 3893933 by Chris.Bunner
Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now.
Change 3894218 by Rolando.Caloca
DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator
Change 3894579 by Arne.Schober
RT - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894724 by Rolando.Caloca
DR - vk - New API for batching barriers
Change 3894909 by Arne.Schober
DR - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3895414 by Rolando.Caloca
DR - Add a configurable threshold for SCWs time outs
Change 3896429 by Marcus.Wassmer
Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU.
Change 3896495 by Marcus.Wassmer
Set pointer properly
Fix CIS
Change 3897253 by Guillaume.Abadie
Fixes CIS warning in diaphragm DOF
Change 3899179 by Guillaume.Abadie
Implements background hybrid scatter occlusion for diaphragm DOF.
Change 3903654 by Rolando.Caloca
DR - vk - Rework dump layer to allow other layers
Change 3903766 by Rolando.Caloca
DR - vk - More wrappers
Change 3904025 by Rolando.Caloca
DR - vk - More wrappers
Change 3904342 by Rolando.Caloca
DR - vk - Track image resources & callstacks
Change 3904346 by Rolando.Caloca
DR - vk - Copy fix from 4.19 for flickering grass
Change 3904510 by Rolando.Caloca
DR - vk - Compile fix
Change 3904914 by Daniel.Wright
[Integrate] Fixed PS4 transitions with forward shading
Change 3904916 by Daniel.Wright
[Integrate] Fixed PS4 transitions with occlusion queries
Change 3905975 by Rolando.Caloca
DR - vk - Missing wrappers
Change 3905977 by Rolando.Caloca
DR - vk - Missed file
Change 3907829 by Rolando.Caloca
DR - Move depth bounds to the PSO
Change 3907832 by Rolando.Caloca
DR - vk - Prep for delaying transitions
Change 3907834 by Rolando.Caloca
DR - vk - Fix for depth stencil issues/validation errors
Change 3907967 by Rolando.Caloca
DR - vk - Linux compile
Change 3908093 by Rolando.Caloca
DR - vk - Fix depthstencil layout on descriptors
Change 3908393 by Rolando.Caloca
DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series
Change 3908401 by Rolando.Caloca
DR - Do transitions outside render pass
Change 3908422 by Rolando.Caloca
DR - vk - Fix transition state not getting stored
Change 3908735 by Guillaume.Abadie
Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3908736 by Guillaume.Abadie
Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3908753 by Guillaume.Abadie
Lets the renderer layout the views in the internal render targets like it prefers.
Change 3909119 by Daniel.Wright
Fix some static analysis warnings
Change 3911943 by Rolando.Caloca
DR - vk - Fix for packaging Vulkan projects
Change 3912145 by Rolando.Caloca
DR - vk - Fix layout on streaming textures
Change 3913029 by Rolando.Caloca
DR - Fix missing transition
Change 3913048 by Rolando.Caloca
DR - Fix for hlslcc
Change 3913054 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3913171 by Rolando.Caloca
DR - vk - Fix for decal missing transition
Change 3913211 by Rolando.Caloca
DR - vk - Add debug name to image tracking
Change 3913449 by Rolando.Caloca
DR - vk - Restore transition
Change 3913466 by Rolando.Caloca
DR - Fix Vulkan EngineTest
Change 3913537 by Rolando.Caloca
DR - vk - Fixes independent samplers & textures (contributed by AMD)
Change 3913548 by Rolando.Caloca
DR - vk - Warning fix
Change 3913691 by Rolando.Caloca
DR - vk - Fixes for parallel (wip)
Change 3914656 by Rolando.Caloca
DR - vk - Fix bug when using separate samplerstates and textures
Change 3914730 by Rolando.Caloca
DR - vk - Bump version
Change 3914764 by Rolando.Caloca
DR - vk - Don't crash on exit
Change 3915532 by Rolando.Caloca
DR - vk - Parallel context fixes
Change 3915589 by Rolando.Caloca
DR - vk - Hoist and rename transition and layout manager class out of the context
Change 3915592 by Rolando.Caloca
DR - Fix gpu marker name
Change 3917607 by Rolando.Caloca
DR - vk - Fix depth bounds on Vulkan
Change 3917609 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3917616 by Rolando.Caloca
DR - Fix D3D11 initialization
Change 3920569 by Rolando.Caloca
DR - vk - Prep for layout mgr refactor
Change 3921023 by Rolando.Caloca
DR - vk - Dump layer fixes
Change 3921623 by Rolando.Caloca
DR - vk - Prep refactor for layouts
- Dump now shows marker tree
Change 3922007 by Rolando.Caloca
DR - vk - Fix extra allocation per draw call
Change 3922442 by Rolando.Caloca
DR - vk - Detect potential issues
Change 3922470 by Rolando.Caloca
DR - vk - Minor optimization
Change 3922482 by Rolando.Caloca
DR - vk - More minor optimizations
Change 3923158 by Rolando.Caloca
DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan
Change 3923486 by Rolando.Caloca
DR - vk - Minor cpu optimizations
Change 3923505 by Rolando.Caloca
DR - vk - Use bigger allocations for uniform buffers
Change 3923516 by Rolando.Caloca
DR - vk - Android compile fix
Change 3923557 by Rolando.Caloca
DR - vk - Cache descriptorset layouts, refactor duplicated code
Change 3923851 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3924153 by Rolando.Caloca
DR - vk - Support for dynamic UBs
Change 3924193 by Rolando.Caloca
DR - vk - Remove old per pso descriptor pools
Change 3924197 by Rolando.Caloca
DR - vk - Remove unused global uniform buffer pool
Change 3924220 by Rolando.Caloca
DR - vk - Wrap some unused classes in their define
Change 3924234 by Rolando.Caloca
DR - vk - Show ring buffer wrapping messages
Change 3924243 by Rolando.Caloca
DR - vk - Fix bad dynamic buffer
Change 3924902 by Rolando.Caloca
DR - vk - Fix crash running infiltrator
Change 3925209 by Rolando.Caloca
DR - vk - Fix bug with dynamic buffers
- Remove old defines
Change 3925300 by Rolando.Caloca
DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs)
Change 3925627 by Rolando.Caloca
DR - vk - Move DynamicOffsets into the pipeline state
Change 3925834 by Rolando.Caloca
DR - vk - Cache per stage information
Change 3925835 by Daniel.Wright
Fixed DisplayName for UParticleModuleCollisionGPU
Change 3925897 by Rolando.Caloca
DR - vk - Split update descriptors loop
Change 3926488 by Rolando.Caloca
DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile
Change 3928168 by Guillaume.Abadie
Cherry-pick 3917219: Implements r.DOF.RecombineQuality
Change 3928173 by Guillaume.Abadie
Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled.
Change 3928216 by Rolando.Caloca
DR - vk - Fix Android
- Fix static analysis
Change 3929119 by Rolando.Caloca
DR - vk - Rename some classes for clarity
- Fix read-only cvar
Change 3929151 by Rolando.Caloca
DR - vk - Rename class
Change 3930046 by Rolando.Caloca
DR - Temp fix Vulkan flickering grass
Change 3930148 by Rolando.Caloca
DR - vk - Only update dirty descriptors
- Use dynamic descriptors for packed global uniform buffers
Change 3930998 by Guillaume.Abadie
Packs shader permutation in different XGE submissions.
Change 3931079 by Rolando.Caloca
DR - vk - Fixes for Android and non-real ubs platforms
Change 3931942 by Krzysztof.Narkowicz
Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones
#jira none
Change 3932819 by Daniel.Wright
[Integrate] Scene Textures uniform buffer
* Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw.
* FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters.
* FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created.
* Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them
* Separate Mobile Scene Textures uniform buffer to silo the platform complexities
Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters
Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision.
* Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp.
Moved forward shading data into the Base Pass Uniform Buffer
Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw
Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw
Fixed padding in nested uniform buffer structs
Skip SRV members on Feature Level SM4 and below
Change 3932964 by Rolando.Caloca
DR - vk - Renderdoc on Android
Change 3933095 by Daniel.Wright
Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer.
* Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it.
* Opaque materials can no longer use EyeAdaptation.
Change 3933096 by Daniel.Wright
Better d3d11 assert message when a uniform buffer was not set by the renderer
Change 3933176 by Rolando.Caloca
DR - vk - Prefer mailbox if available
Change 3933271 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3934000 by Guillaume.Abadie
Fixes Win32 build in ShaderCompilerXGE.cpp
Change 3934299 by Guillaume.Abadie
Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground.
Change 3934699 by Daniel.Wright
Added bAffectDistanceFieldLighting to landscape
Change 3935190 by Daniel.Wright
Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing
Change 3935606 by Daniel.Wright
Removed LightmapPolicy::Set which was needed for vertex lightmaps
Renamed FVertexFactory::Set to SetStreams to make it findable
Change 3936510 by Rolando.Caloca
DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders
Change 3936545 by Richard.Wallis
Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/
Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture.
Change 3938061 by Daniel.Wright
Vulkan: Added support for SRV's in Uniform Buffers
Change 3938123 by Daniel.Wright
Vulkan: Slightly better assert for null resources in uniform buffer
Change 3939197 by Rolando.Caloca
DR - vk - Disable custom memory mgmt
Change 3939677 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3939809 by Rolando.Caloca
DR - vk - Fixes for async compute
Change 3939875 by Rolando.Caloca
DR - vk - Support for -vktrace
Change 3939977 by Rolando.Caloca
DR - vk - Skip a condition during gather UBs
- Set up efficient compute async var
- Fix validation cmd line
Change 3939982 by Rolando.Caloca
DR - vk - Revert mipchain
Change 3939984 by Rolando.Caloca
DR - vk - Remove unnecessary asserts
Change 3940082 by Rolando.Caloca
DR - vk - Custom mem mgr
Change 3940475 by Rolando.Caloca
DR - vk - Fix DFAO (indirect draw offset)
Change 3940555 by Rolando.Caloca
DR - vk - Minor fixes
Change 3940675 by Rolando.Caloca
DR - vk - Fix indirect type mismatch
Change 3941111 by Rolando.Caloca
DR - Renderpass bGeneratingMips
Change 3941847 by Daniel.Wright
Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before
Change 3941978 by Rolando.Caloca
DR - vk - Minor fixes for presenting on compute queue
Change 3942074 by Rolando.Caloca
DR - vk - Remove some RHI stalls
- Fixed swap chain stat
Change 3943946 by Daniel.Wright
Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles.
Change 3944065 by Daniel.Wright
Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering
Change 3944158 by Daniel.Wright
Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen
Change 3944865 by Rolando.Caloca
DR - vk - Prep for render passes
Change 3945196 by Rolando.Caloca
DR - Move render pass validate to cpp
Change 3945202 by Rolando.Caloca
DR - vk - Some fixes for using real render passes
Change 3945357 by Rolando.Caloca
DR - Fix bad condition
Change 3946295 by Yuriy.ODonnell
Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction().
This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593
Change 3946407 by Rolando.Caloca
DR - vk - Prep for refactor
Change 3946648 by Rolando.Caloca
DR - vk - Fixes for async compute (wip)
Change 3947299 by Rolando.Caloca
DR - vk - FIx static analysis
Change 3948434 by Rolando.Caloca
DR - vk - Fix exiting with parallel
Change 3948928 by Rolando.Caloca
DR - vk - Fix enabling draw markers for tools
Change 3949021 by Rolando.Caloca
DR - vk - Buffer tracking layer
Change 3949602 by Rolando.Caloca
DR - vk - static analysis fix
Change 3949757 by Rolando.Caloca
DR - vk - Remove bogus parameter
Change 3949810 by Rolando.Caloca
DR - vk - Move waits for cmd buffer
Change 3950270 by Guillaume.Abadie
Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground.
Change 3950272 by Rolando.Caloca
DR - vk - Minor refactor for semaphores
Change 3950279 by Guillaume.Abadie
Oups... fixes build
Change 3950298 by Rolando.Caloca
DR - vk - Gather wait semaphores in the cmd buffers
Change 3950371 by Rolando.Caloca
DR - vk - fixes for async compute
Change 3950597 by Rolando.Caloca
DR - vk - Fix for clip distance (fixes planar reflections)
Change 3951075 by Rolando.Caloca
DR - vk - Fix for async compute
Change 3952524 by Guillaume.Abadie
Some DOF enum refactoring.
Change 3955016 by Daniel.Wright
Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package
Change 3955668 by Guillaume.Abadie
Fixes a bug where full res coc buffer was computed even if not doing slight out of focus.
Change 3956722 by Guillaume.Abadie
Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent.
Change 3959212 by Guillaume.Abadie
Prefixes all DOF's shaders files with DOF keyword.
Change 3959705 by Guillaume.Abadie
Optimises the DOF setup pass outputing half res and full res with LDS downsample.
Change 3959941 by Guillaume.Abadie
Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes.
Change 3962273 by Rolando.Caloca
DR - Fix typos
#jira UE-56317
PR #4586
Change 3962615 by Rolando.Caloca
DR - vk - Compile fix
Change 3962949 by Rolando.Caloca
DR - Fix DOFDownsample extension
Change 3962993 by Guillaume.Abadie
Back out changelist 3962949
Change 3963016 by Guillaume.Abadie
Adds missing DOFDownsample.usf
Change 3963041 by Rolando.Caloca
DR - vk - Misc changes to help integrate
Change 3964293 by Guillaume.Abadie
Fixes DOF's setup pass reading outside of the viewport.
Change 3964475 by Guillaume.Abadie
Collapses DOF's hybrid scatter compilation passes into reduce passes.
Change 3964883 by Daniel.Wright
Fixed 3d texture in uniform buffer on unsupporting RHI
Change 3964897 by Rolando.Caloca
DR - Compile fixes
Change 3964914 by Guillaume.Abadie
Fixes a bug on r.DOF.RecombineQuality=0
Change 3965153 by Guillaume.Abadie
Fixes compile warning in D3D12Commands.cpp.
Change 3965814 by Rolando.Caloca
DR - Prep for integration conflict resolve
Change 3965899 by Rolando.Caloca
DR - Fix odd linkage issue
Change 3966072 by Rolando.Caloca
DR - More prep for merge
Change 3966163 by Rolando.Caloca
DR - Merge prep
Change 3966844 by Guillaume.Abadie
Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can.
Change 3967116 by Rolando.Caloca
DR - Compile fixes for integration
Change 3967273 by Rolando.Caloca
DR - Use same path for mip generation
Change 3967277 by Rolando.Caloca
DR - vk - Fix mips on cubemaps
Change 3967693 by Rolando.Caloca
DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders
Change 3967851 by Rolando.Caloca
DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2
Change 3968083 by Rolando.Caloca
DR - Integration compile fixes
Change 3968240 by Rolando.Caloca
DR - Shader compile fixes for integration
Change 3968270 by Rolando.Caloca
DR - Fix for missing hash calculation
Change 3969426 by Rolando.Caloca
DR - vk - Fix warning
Change 3969869 by Krzysztof.Narkowicz
Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel.
#jira none
Change 3969944 by Rolando.Caloca
DR - Warning fix
Change 3970020 by Rolando.Caloca
DR - Bump after integration
Change 3970052 by Rolando.Caloca
DR - Fix for mobile
Change 3970236 by Daniel.Wright
Causing decal shader to recompile to fix a merge bug
Change 3970270 by Daniel.Wright
Bump shader version from merge
Change 3970339 by Olaf.Piesche
Replace series of locks/unlocks with a single one for curve injection
#tests QAGame
Change 3970390 by Rolando.Caloca
DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters
- Remove duplicate method for occlusion queries
Change 3970523 by Rolando.Caloca
DR - Fix serialization of shaders
Change 3970533 by Arne.Schober
DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between.
#jira UE-56322
Change 3971160 by Guillaume.Abadie
Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU.
Change 3971516 by Guillaume.Abadie
Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3971594 by Krzysztof.Narkowicz
Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel.
#jira UE-56321
Change 3971622 by Krzysztof.Narkowicz
Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that.
#jira UE-56171
Change 3974788 by Rolando.Caloca
DR - Remove GSupportsGenerateMips
Change 3974789 by Rolando.Caloca
DR - Remove bogus function
Change 3974986 by Rolando.Caloca
DR - vk - Tracking fixes
Change 3974989 by Rolando.Caloca
DR - vk - Don't submit dummy barriers
Change 3975075 by Olaf.Piesche
Update for particle curve injection improvement, fixing ES2 problems
#tests QAGame tm-shadermodels, various color curve tests in-editor
Change 3975957 by Uriel.Doyon
Fixed invalid max texture resolution when using the bake material tools.
Change 3978471 by Daniel.Wright
New cvar r.SkylightUpdateEveryFrame
Change 3978779 by Rolando.Caloca
DR - Accessor for texture sizes
Change 3978797 by Rolando.Caloca
DR - Clean up RHI CopyTexture API
Change 3978832 by Rolando.Caloca
DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset
Change 3978836 by Rolando.Caloca
DR - vk - Remove generate mips
Change 3979201 by Rolando.Caloca
DR - vk - RHI CopyTexture. Uses general layout for generating mips
Change 3979204 by Rolando.Caloca
DR - Use render passes and CopyTexture to generate mips
Change 3979592 by Rolando.Caloca
DR - Warning fix
Change 3980855 by Krzysztof.Narkowicz
Optimize bounding sphere radius after non-uniform scale by using bounding box extent.
#jira UE-56227
Change 3981065 by Rolando.Caloca
DR - vk - Fix bad layout
#jira UE-56238
Change 3981346 by Rolando.Caloca
DR - Copy from 3707257
Support for not flushing compute jobs (r.D3D11.UAVFlushNV)
Change 3981347 by Rolando.Caloca
DR - Copy from 3707257
Don't flush between morph dispatched
Change 3981932 by Mark.Satterthwaite
Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on.
Change 3982442 by Rolando.Caloca
DR - Fix warning
Change 3982652 by Rolando.Caloca
DR - vk - Signal semaphore cleanup
Change 3983917 by Richard.Wallis
Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt:
Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations.
Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions.
Change 3984409 by Guillaume.Abadie
Attempts to make static analysis happy again.
Change 3984435 by Nick.Bullard
Checking in Performance Test level provided to us by Tor Frick based on UE-44841.
This has been utilized for checking issues against Aftermath performance impact.
The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode
Change 3985087 by Mark.Satterthwaite
Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo.
Change 3985201 by Rolando.Caloca
DR - Fix bad CopyTexture
Change 3985258 by Mark.Satterthwaite
Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990.
#jira UE-55756
Change 3986449 by Rolando.Caloca
DR - vk - Update & consolidate Vulkan headers to 1.1.70.1
Consolidate SDK into one
Change 3986571 by Guillaume.Abadie
Makes PVS-Studio happy again in DOF.
Change 3987039 by Yuriy.ODonnell
Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms.
Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory.
Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing).
`r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical.
`TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup.
Change 3987074 by Yuriy.ODonnell
Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts.
Change 3987160 by Yuriy.ODonnell
Added thread naming and ordering to the tracing profiler output
Change 3987331 by Mark.Satterthwaite
Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees.
#jira UE-46604
Change 3987754 by Mark.Satterthwaite
Fix MetalRHI memory reporting in non-default path.
PR #4568
Change 3988184 by Arciel.Rekman
Linux: Fix editor OpenGL performance (UE-55960).
- GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor.
- We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits.
- This change adds dynamically-managed per-thread cache for non-monolithic builds.
#jira UE-55960
Change 3988394 by Rolando.Caloca
DR - vk - Improve memory mgmt
- Use 256MB pages for Device heap (or 1/8th if less).
- Remove texture allocations not going through resource manager
Change 3988405 by Marcin.Undak
Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman
Change 3988567 by Rolando.Caloca
DR - vk - Support for packed global UBs on pci aperture heap
Change 3988668 by Rolando.Caloca
DR - vk - Remove old comments
Change 3988956 by Marcin.Undak
RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman
Change 3989161 by Yuriy.ODonnell
Static analysis error fix
Change 3989196 by Guillaume.Abadie
Fixes a crash in light shaft's TAA pass.
#jira UE-57366
Change 3989207 by Yuriy.ODonnell
Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact.
Change 3989469 by Rolando.Caloca
DR - vk - Fix for bad index; fix for bad transition
Change 3989772 by Yuriy.ODonnell
Implemented timestamp calibration on Vulkan
Change 3990040 by Marcus.Wassmer
Aftermath enabled by default.
Removed unnecessary warning for other vendors
Change 3990064 by Mark.Satterthwaite
Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid.
Change 3990080 by Mark.Satterthwaite
Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer.
Change 3990084 by Mark.Satterthwaite
Get MetalStatistics compiling again.
Change 3990381 by Arciel.Rekman
Bring back D3D12 in RecordPerformance.
Change 3991113 by Rolando.Caloca
DR - Fix crash on RHI thread on mobile preview
- Check RHI objects are not null in the PSO initializer
Change 3991191 by Ryan.Vance
#jira UE-55952
Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up.
Change 3991343 by Rolando.Caloca
DR - Copy from 3911492
UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform.
Change 3991375 by Mark.Satterthwaite
Proper copyright assignment in the mtlpp debugger header.
Change 3993151 by Daniel.Wright
Fix RTDF resource transition found by Rolando
Change 3993818 by Rolando.Caloca
DR - Missed file
Change 3993923 by Krzysztof.Narkowicz
Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread().
FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left:
1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates.
2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr.
3. This resulted in a StaticMeshComponent with stale RenderData pointer.
#jira UE-54544
Change 3994033 by Rolando.Caloca
DR - vk - Reworked layers & extensions, as we were not doing it properly
- Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore
Change 3994275 by Mark.Satterthwaite
Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI.
#jira UE-57507
Change 3994365 by Mark.Satterthwaite
Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled.
#jira UE-57513
Change 3994382 by Rolando.Caloca
DR - vk - Some missing locks during image tracking
Change 3994422 by Rolando.Caloca
DR - vk - Remove bogus shader format
Change 3995530 by Rolando.Caloca
DR - vk - Fix for crash when validation is enabled
Change 3995531 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3995532 by Rolando.Caloca
DR - vk - Added support for r.Vulkan.SaveValidationCache
Change 3995610 by Uriel.Doyon
Texture Streaming Changes and Fixes:
- Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost").
- Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests)
- Dynamic components do not need to register to the streaming manager anymore.
- Optimized dynamic component management by removing duplicate entries in the update list.
- Added a pregarbage collect pass to the dynamic component management to optimize GC handling.
- Added a budget reset logic whenever the scene requirements change significantly.
- PIE worlds now have correct visibility information.
- Fixed possible invalid memory access when processing the streaming manager slave views.
- Refactored the incremental level texture data build to prevent new components from being unhandled.
- Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached()
- Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated.
#jira none
Change 3995908 by Arciel.Rekman
Fix compile errors when using new Vulkan queries.
Change 3995990 by Arciel.Rekman
More compile fixes to new Vulkan queries.
- MSVC did not catch this, clang did.
Change 3996101 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3996323 by Mark.Satterthwaite
Use the right include path to export the mtlpp headers.
#jira UE-57507
Change 3996392 by Arciel.Rekman
Vulkan: fix crash on start when using new queries.
- CommandBufferManager was not yet set at that point and the code in queries relied on it.
Change 3996585 by Rolando.Caloca
DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct.
Change 3998806 by Arciel.Rekman
Fix Linux build (UE-57602).
#jira UE-57602
Change 3998866 by Arciel.Rekman
SubwaySequencer: fix old shader platform name.
Change 3998947 by Mark.Satterthwaite
Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum.
#jira UE-57577
Change 3998951 by Mark.Satterthwaite
Fix last of the deprecation errors that I am aware of for macOS 10.12.
#jira UE-57581
Change 3998984 by Mark.Satterthwaite
Build mtlpp for iOS 9.0 not 9.3.
#jira UE-57586
Change 3999065 by Rolando.Caloca
DR - vk - Make sure we use version 1.0.0
#jira UE-57521
Change 3999071 by Arne.Schober
DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM.
#jira UE-55433, UE-57361
Change 3999494 by Rolando.Caloca
DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug
- Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled
Change 4000197 by Krzysztof.Narkowicz
Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data).
#jira UE-54935
Change 4000305 by Yuriy.ODonnell
Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath
Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24).
#jira UE-57579
Change 4000853 by Arciel.Rekman
Linux: fix not calling CrashReportClient (UE-57678).
#jira UE-57678
Change 4001504 by Rolando.Caloca
DR - vk - Fix transition
Change 4002460 by Krzysztof.Narkowicz
Toggle for contant shadow length in word space
Exposed contact shadows to Blueprints
#jira none
Change 4002608 by Rolando.Caloca
DR - vk - Fix static analysis
- Fix potential debug image tracking crash
- Comment out unused methods
Change 4002615 by Rolando.Caloca
DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini)
Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set.
PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set.
Change 4002640 by Rolando.Caloca
DR - vk - Missing support for CVarDefaultBackBufferPixelFormat
Change 4002919 by Guillaume.Abadie
Implements DOF's temporal upsampling pass for better dynamic resolution stability.
Change 4002984 by Guillaume.Abadie
Integrates Sebastian Aaltonen's ALU optimisations for TAAU.
Change 4003112 by Olaf.Piesche
Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches.
#tests QAGame PerformanceTest and RenderTest map with various stats on and off
Change 4003159 by Mark.Satterthwaite
Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released.
#jira UE-57538
Change 4003287 by zachary.wilson
Adding reflection capture content to TM-LightingScenarios
Change 4003395 by Arne.Schober
DR - Fix unitzialised value when clicking Go To in the editor
#jira UE-57048
Change 4003425 by Rolando.Caloca
DR - vk - Fix for new occlusion queries
Change 4003530 by Arne.Schober
DR - Disable GPU Benchmark in headless configurations
#jira UE-57673
Change 4003717 by Rolando.Caloca
DR - vk - Fix for depth not store, stencil store
Change 4003719 by Rolando.Caloca
DR - Minor switch to render pass
Change 4003720 by Mark.Satterthwaite
Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD.
Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU.
#jira UE-57659
Change 4003854 by Mark.Satterthwaite
Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically.
#jira UE-57576
Change 4004709 by Rolando.Caloca
DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers
Change 4005149 by Guillaume.Abadie
Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass.
Change 4005284 by Uriel.Doyon
Resaved volume texture assets with proper engine version.
#jira UE-57534
Change 4005286 by Guillaume.Abadie
Reduces constant setup in DOF's gather pass.
Change 4005359 by Rolando.Caloca
DR - vk - Fix annoying warning
Change 4005363 by Rolando.Caloca
DR - Fix android not finding vulkan shaders
Change 4005457 by Rolando.Caloca
DR - vk - Fix swapchain crash
Change 4005473 by Patrick.Kelly
UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level
Codde by Daniel
Tested by Patrick
Change 4005474 by Rolando.Caloca
DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB
Change 4005759 by Krzysztof.Narkowicz
Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode.
#jira UE-57743
Change 4005774 by Mark.Satterthwaite
Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like.
#jira UE-57750
Change 4005974 by Mark.Satterthwaite
Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come.
#jira UE-57083
Change 4006056 by Mark.Satterthwaite
Remove the use of the PrimitiveType argument from Metal draw calls.
#jira UE-57822
Change 4006139 by Mark.Satterthwaite
- Move the render-pass functions into the MetalRHI implementation for later alteration.
- Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation.
Change 4006215 by Mark.Satterthwaite
Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation.
Change 4006394 by Mark.Satterthwaite
In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal.
#jira UE-57551
Change 4006493 by Mark.Satterthwaite
MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can.
Change 4006495 by Daniel.Wright
Integrate from Refactor branch
* New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match.
* Local vertex factory uniform buffer
Change 4006851 by Brian.Karis
Fix for joined charts forming an L to inflate both axii.
Thanks to Jess Kube of The Coalition.
Change 4006852 by Brian.Karis
Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures
Change 4006918 by Brian.Karis
New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection.
Not yet used by checked in code. WIP optimization.
Change 4007246 by Guillaume.Abadie
Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator.
Change 4007291 by Guillaume.Abadie
Exposes more DOF scalability settings.
Change 4007328 by Guillaume.Abadie
Optimises DOF's half res only setup pass using gather4
Change 4007627 by Richard.Wallis
Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse.
#jira UE-57030
Change 4007682 by Richard.Wallis
No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate.
Notes:
- Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment.
- Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size.
- Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point.
#jira UE-56734
Change 4007731 by Rolando.Caloca
DR - Disable byte buffers on non-hlsl based platforms
#jira UE-57851
Change 4007741 by Rolando.Caloca
DR - Disable byte buffers on hlslcc platforms
Change 4007782 by Mark.Satterthwaite
Force Metal shaders, including the stdlib, to recompile.
Change 4007918 by Rolando.Caloca
DR - vk - Some static asserts
Change 4008404 by Arciel.Rekman
Do not crash on incompatible Vulkan drivers (UE-57521).
#jira UE-57521
Change 4008442 by Daniel.Wright
Better comments on ERHIFeatureLevel expectations
Change 4008494 by Arne.Schober
DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor.
#jira UE-57754
Change 4008730 by Mark.Satterthwaite
After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer.
#jira UE-57870
Change 4008949 by Brian.Karis
Fix compile warning
Change 4008951 by Brian.Karis
Added LTC LUT textures
Change 4009326 by Guillaume.Abadie
Compiles out DOF's gathering bokeh simulation on platform other than desktop.
Change 4009380 by Krzysztof.Narkowicz
Moved area light code before the contact shadows, so contact shadows use representative light's direction.
Merged all contact shadows shader code.
Contact shadows keep constant screen space length independent of FoV settings.
Contact shadows for translucents.
Contact shadows for eye.
Change 4009555 by Guillaume.Abadie
Splits DOFCocTile.usf in two.
Change 4009999 by Yuriy.ODonnell
MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument.
Previously it was necessary to modify MallocaStomp.h and re-compile the engine.
Currently supported platforms: Win64, Mac, Linux.
Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize.
Change 4010288 by Rolando.Caloca
DR - vk - Fix for vertex streams
Change 4010289 by Krzysztof.Narkowicz
D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling.
#jira UE-57510
Change 4010297 by Rolando.Caloca
DR - vk - Remove some functions for android
Change 4010315 by Rolando.Caloca
DR - vk - Remove create info macro
Change 4010451 by Rolando.Caloca
DR - vk - Reuse samplers
- Infiltrator goes from 5759 to 24 samplers!
Change 4010627 by Rolando.Caloca
DR - vk - Fix missing values for tracking swapchain validation
Change 4011924 by Guillaume.Abadie
Implements tile based early return optimisation on DOF's postfiltering method.
Change 4011941 by Guillaume.Abadie
Shaves some ALU in DOF's accumulator for LowQuality permutation.
Change 4012093 by Yuriy.ODonnell
Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access.
Change 4012195 by Rolando.Caloca
DR - vk - Fix for mobile backbuffer layout
Change 4012202 by Rolando.Caloca
DR - vk - Don't use staging buffers on UMA
Change 4012467 by Rolando.Caloca
DR - Remove redundant check
Change 4012486 by Rolando.Caloca
DR - Fix missing transition
Change 4012518 by Guillaume.Abadie
Implements fast shader permutation for DOF's TAA pass.
Change 4013084 by Arciel.Rekman
Fix for Linux clock discrepancy.
- Causing at least one precision issue, possibly more.
(Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...)
Change 4013266 by Uriel.Doyon
Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext.
Change 4013626 by Uriel.Doyon
Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it.
#jira UE-51672
Change 4013805 by Rolando.Caloca
DR - Fix more missing transitions
Change 4014128 by Arne.Schober
DR - Do not create LocalVFUniformBuffer when running without MVF
#jira UE-57929
Change 4014193 by Uriel.Doyon
Editing component transforms now invalidate the component's lighting cache.
#jira UE-48134
Change 4014282 by Rolando.Caloca
DR - vk - Remove extra validation during dump
Change 4014584 by Uriel.Doyon
Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass.
#jira UE-49064
Change 4014604 by Uriel.Doyon
UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE.
Change 4015460 by Guillaume.Abadie
Composes separate translucency within DOF's recombine pass.
Change 4015571 by Guillaume.Abadie
Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing.
Change 4015984 by Krzysztof.Narkowicz
Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area.
#jira UE-58000
Change 4016056 by Mark.Satterthwaite
Fix Mac Metal shader compilation of texture cube arrays.
Change 4016062 by Richard.Wallis
Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound.
#jira UE-46999
Change 4016109 by Mark.Satterthwaite
One unified Metal buffer implementation - will make further changes a heck of a lot easier.
Change 4016221 by Patrick.Kelly
UE-57617: Ensure changing viewmode to ShaderComplexity while in -game
Change 4016238 by Guillaume.Abadie
Makes clang happy again in Tonemapper.
Change 4016309 by Mark.Satterthwaite
More *_RenderThread implementations for MetalRHI.
Change 4016414 by Mark.Satterthwaite
And MetalRHI version of CreateStructuredBuffer_RenderThread...
Change 4016498 by Mark.Satterthwaite
Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout.
#jira UE-57930
Change 4017394 by Juan.Canada
OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss.
#jira UE-57691
Change 4017522 by Rolando.Caloca
DR - vk - Remove unused code path (old mip generation detection)
Change 4017539 by Rolando.Caloca
DR - vk - Fix for sky lighting mips showing green on AMD
Change 4017542 by Arciel.Rekman
Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build).
- Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own.
Change 4017827 by Guillaume.Abadie
Optimises DOF's scattering cost by a third.
Change 4017835 by Rolando.Caloca
DR - Only allow a render pass to generate mips for one color render target
Change 4017889 by Mark.Satterthwaite
Cache all the Metal state objects to avoid hitting the API unnecessarily.
Change 4018251 by Mark.Satterthwaite
Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(.
MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term.
Change 4018514 by Guillaume.Abadie
Implements r.DOF.Scatter.MinCocRadius.
Change 4018553 by Guillaume.Abadie
Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering
Change 4020369 by Yuriy.ODonnell
Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro)
Previously was only disabled for PVS-Studio.
Change 4020620 by Arciel.Rekman
Fix XboxOne CIS (fallout of appCountTrailingZeros move).
Change 4020949 by Guillaume.Abadie
Configures DOF in scalability settings.
Change 4021593 by Rolando.Caloca
DR - vk - Support for Aftermath style api on AMD
Change 4021740 by Rolando.Caloca
DR - vk - Change log output
Change 4022008 by Uriel.Doyon
Fixed renderthread stalls when streaming texture mips on low end systems.
Change 4022135 by Rolando.Caloca
DR - vk - Fix last mip's layout during mip chain creation
Change 4022607 by Jian.Ru
Speculative fix for a bug where an invalid vertex buffer is deferenced
#jira UE-56229
Change 4022890 by Rolando.Caloca
DR - Fix reference count not getting released
Change 4023540 by Mark.Satterthwaite
Avoid some pointless retain/release calls on Metal Encoders.
Change 4023796 by Marcus.Wassmer
Tell users they are over the maximum size when allocating very large rendertargets.
Change 4025337 by Yuriy.ODonnell
Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows.
MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part.
Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used.
Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated.
This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation.
This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table.
Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time.
Running Infiltrator demo consumes ~700MB of virtual address space per second.
Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior,
which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible.
Change 4026047 by Rolando.Caloca
DR - Fix test/shipping
#jira UE-58148
Change 4026150 by Krzysztof.Narkowicz
Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons.
#jira UE-57992
Change 4026226 by Rolando.Caloca
DR - Fix static analysis
#jira UE-58150
Change 4026354 by Jian.Ru
Debug check trying to catch a crash. Only enabled in editor build
#jira UE-50111
Change 4026655 by Rolando.Caloca
DR - Fix for static analysis
#jira UE-58149
Change 4026763 by Rolando.Caloca
DR - Remove references to defunct CCT to avoid confusing licensees
Change 4027167 by Uriel.Doyon
Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter.
#jira UE-56509
Change 4027850 by Jian.Ru
Prevent log spam
#jira UE-50111
Change 4029546 by Rolando.Caloca
DR - Compile fixes
Change 4029624 by Yuriy.ODonnell
Addressed static analysis errors in MallocStomp
- VirtualAlloc return value is now explicitly checked.
- C6250 is suppressed, as VirtualFree does not release address space by design.
Change 4030225 by Yuriy.ODonnell
Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB
The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers.
If a module includes TBB and then Windows platform headers, static analyzer will report this warning.
Suppressing it would require wrapping all instances of Windows header includes in third-party macros.
Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix.
Change 4030440 by Rolando.Caloca
DR - Fix crash on mobile
#jira UE-58222
Change 4030570 by Daniel.Wright
Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders
Change 4030618 by Arne.Schober
DR - missing tangent/normal sign conversion after integration from main
#jira UE-58224
Change 4031588 by Rolando.Caloca
DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD
Change 4032145 by Mark.Satterthwaite
Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features.
#jira UE-58268
Change 4032209 by Rolando.Caloca
DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore
Change 4033178 by Guillaume.Abadie
Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test.
#jira UE-58151
Change 4034489 by Daniel.Wright
Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo.
* This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration).
Change 4035157 by Uriel.Doyon
Fixed deadlock in the streaming code when running with -onethread.
#jira UE-58299
Change 4035198 by Rolando.Caloca
DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK).
#jira UE-58267
Change 4035730 by Arne.Schober
DR - Fix missing Fog parameters during LightScattering Injection
#jira UE-57608
Change 4035843 by Daniel.Wright
Reimplemented support for EyeAdaptation node in opaque materials
Change 4036837 by Marcus.Wassmer
Replace some of the screenshots to match new un-tonemapped buffer visualization
Change 4036980 by Rolando.Caloca
DR - vk - Fix deadlock contention during mem allocation on Linux
Change 4037225 by Guillaume.Abadie
Fixes jittering selection outline.
#jira UE-58350
Change 4038056 by Marcus.Wassmer
roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image.
Change can go back in later with that part fixed also
Change 4038296 by Jian.Ru
Static analysis fix
#jira UE-58377
Change 4038402 by Ben.Marsh
Suppress IncludeTool warnings caused by CL 3998947.
Change 4038514 by Arne.Schober
DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0.
#jira UE-57652
Change 4038747 by Marcus.Wassmer
Back out changelist 3853645, causing us to lose shadows in the shaderhair test
Change 4040138 by Rolando.Caloca
DR - Fix compile warning
Change 4041614 by Rolando.Caloca
DR - vk - Fix for Oculus module
#jira UE-58267
Change 3810277 by Daniel.Wright
Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4.
The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4.
Change 3817029 by Uriel.Doyon
Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1.
Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues).
Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets.
Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7.
#jira UE-32263
Change 3819960 by Michael.Lentine
Expose UEPhysics Clothing Parameters through UI.
Change 3823401 by Rolando.Caloca
DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch
Change 3844805 by Arne.Schober
DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision.
Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders.
Change 3847283 by Marcus.Wassmer
Extra fixes from Uriel
Change 3876607 by Rolando.Caloca
DR - Use render passes when running occlusion queries
- Removes the RHI(Begin|End)OcclusionQueryBatch API
Change 3903799 by Daniel.Wright
[Integrate] Pass Uniform Buffers
* All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw
* Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer
* Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture
Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT()
* This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct.
* Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer.
* Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted.
* RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs
Change 3917500 by Rolando.Caloca
DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified
Change 3964907 by Guillaume.Abadie
Implements RectList topology support in RHI.
Change 3979171 by Mark.Satterthwaite
Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering):
Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors.
Regarding mtlpp:
- The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems.
- To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly.
- Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management.
- Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding.
Apple Platform:
- LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS.
MetalRHI:
- All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C.
- Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same.
- Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well.
- The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac.
- Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order).
- LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought.
- What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code.
Other:
- Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now.
- Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere.
- Consistency of disabling the Manual Vertex Fetch behaviour in shaders.
#jira UERNDR-354
Change 3979312 by Rolando.Caloca
DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget
Change 4005122 by Rolando.Caloca
DR - Support for PS4 Index Buffer UAVs
Change 4016298 by Guillaume.Abadie
Fixes DOF hybrid scattering on platforms that supports RectList topology.
Change 4018575 by Guillaume.Abadie
Optimises DOF's reduce pass when doing scattering compilation.
Change 4020317 by Guillaume.Abadie
Implements WaveBroadcastIntrinsics.ush.
[CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
# include "LTC.h"
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/*-----------------------------------------------------------------------------
SystemTextures
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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RDG_REGISTER_BLACKBOARD_STRUCT ( FRDGSystemTextures ) ;
const FRDGSystemTextures & FRDGSystemTextures : : Create ( FRDGBuilder & GraphBuilder )
{
const auto Register = [ & ] ( const TRefCountPtr < IPooledRenderTarget > & RenderTarget )
{
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return TryRegisterExternalTexture ( GraphBuilder , RenderTarget , ERDGTextureFlags : : SkipTracking ) ;
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} ;
auto & SystemTextures = GraphBuilder . Blackboard . Create < FRDGSystemTextures > ( ) ;
SystemTextures . White = Register ( GSystemTextures . WhiteDummy ) ;
SystemTextures . Black = Register ( GSystemTextures . BlackDummy ) ;
SystemTextures . BlackAlphaOne = Register ( GSystemTextures . BlackAlphaOneDummy ) ;
SystemTextures . MaxFP16Depth = Register ( GSystemTextures . MaxFP16Depth ) ;
SystemTextures . DepthDummy = Register ( GSystemTextures . DepthDummy ) ;
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SystemTextures . BlackDepthCube = Register ( GSystemTextures . BlackDepthCube ) ;
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SystemTextures . StencilDummy = Register ( GSystemTextures . StencilDummy ) ;
SystemTextures . Green = Register ( GSystemTextures . GreenDummy ) ;
SystemTextures . DefaultNormal8Bit = Register ( GSystemTextures . DefaultNormal8Bit ) ;
SystemTextures . MidGrey = Register ( GSystemTextures . MidGreyDummy ) ;
SystemTextures . VolumetricBlack = Register ( GSystemTextures . VolumetricBlackDummy ) ;
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SystemTextures . VolumetricBlackAlphaOne = Register ( GSystemTextures . VolumetricBlackAlphaOneDummy ) ;
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SystemTextures . VolumetricBlackUint = Register ( GSystemTextures . VolumetricBlackUintDummy ) ;
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SystemTextures . StencilDummySRV = GraphBuilder . CreateSRV ( FRDGTextureSRVDesc : : Create ( SystemTextures . StencilDummy ) ) ;
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return SystemTextures ;
}
const FRDGSystemTextures & FRDGSystemTextures : : Get ( FRDGBuilder & GraphBuilder )
{
const FRDGSystemTextures * SystemTextures = GraphBuilder . Blackboard . Get < FRDGSystemTextures > ( ) ;
checkf ( SystemTextures , TEXT ( " FRDGSystemTextures were not initialized. Call FRDGSystemTextures::Create() first. " ) ) ;
return * SystemTextures ;
}
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bool FRDGSystemTextures : : IsValid ( FRDGBuilder & GraphBuilder )
{
return GraphBuilder . Blackboard . Get < FRDGSystemTextures > ( ) ! = nullptr ;
}
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/** The global render targets used for scene rendering. */
TGlobalResource < FSystemTextures > GSystemTextures ;
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void FSystemTextures : : InitializeTextures ( FRHICommandListImmediate & RHICmdList , const ERHIFeatureLevel : : Type InFeatureLevel )
{
// When we render to system textures it should occur on all GPUs since this only
// happens once on startup (or when the feature level changes).
SCOPED_GPU_MASK ( RHICmdList , FRHIGPUMask : : All ( ) ) ;
// if this is the first call initialize everything
if ( FeatureLevelInitializedTo = = ERHIFeatureLevel : : Num )
{
InitializeCommonTextures ( RHICmdList ) ;
InitializeFeatureLevelDependentTextures ( RHICmdList , InFeatureLevel ) ;
}
// otherwise, if we request a higher feature level, we might need to initialize those textures that depend on the feature level
else if ( InFeatureLevel > FeatureLevelInitializedTo )
{
InitializeFeatureLevelDependentTextures ( RHICmdList , InFeatureLevel ) ;
}
// there's no needed setup for those feature levels lower or identical to the current one
}
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template < typename DataType >
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void SetDummyTextureData ( FRHITexture * Texture , const DataType & DummyData )
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{
uint32 DestStride ;
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DataType * DestBuffer = ( DataType * ) RHILockTexture2D ( Texture , 0 , RLM_WriteOnly , DestStride , false ) ;
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* DestBuffer = DummyData ;
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RHIUnlockTexture2D ( Texture , 0 , false ) ;
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}
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template < typename DataType >
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void SetDummyTextureArrayData ( FRHITexture * Texture , const DataType & DummyData )
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{
uint32 DestStride ;
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DataType * DestBuffer = ( DataType * ) RHILockTexture2DArray ( Texture , 0 , 0 , RLM_WriteOnly , DestStride , false ) ;
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* DestBuffer = DummyData ;
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RHIUnlockTexture2DArray ( Texture , 0 , 0 , false ) ;
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}
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void FSystemTextures : : InitializeCommonTextures ( FRHICommandListImmediate & RHICmdList )
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{
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// First initialize textures that are common to all feature levels. This is always done the first time we come into this function, as doesn't care about the
// requested feature level
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// Create a WhiteDummy texture
{
WhiteDummy = CreateRenderTarget ( GWhiteTexture - > TextureRHI , TEXT ( " WhiteDummy " ) ) ;
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WhiteDummySRV = RHICreateShaderResourceView ( ( FRHITexture2D * ) WhiteDummy - > GetRHI ( ) , 0 ) ;
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}
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// Create a BlackDummy texture
{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " BlackDummy " ) , 1 , 1 , PF_B8G8R8A8 )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureData < FColor > ( Texture , FColor ( 0 , 0 , 0 , 0 ) ) ;
BlackDummy = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
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// Create a texture array that has a single black dummy slice
{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2DArray ( TEXT ( " BlackArrayDummy " ) , 1 , 1 , 1 , PF_B8G8R8A8 )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureArrayData < FColor > ( Texture , FColor ( 0 , 0 , 0 , 0 ) ) ;
BlackArrayDummy = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
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// Create a texture that is a single UInt32 value set to 0
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{
const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " ZeroUIntDummy " ) , 1 , 1 , PF_R32_UINT )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureData < uint32 > ( Texture , 0u ) ;
ZeroUIntDummy = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
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// Create a texture array that is a single UInt32 value set to 0
{
const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2DArray ( TEXT ( " ZeroUIntArrayDummy " ) , 1 , 1 , 1 , PF_R32_UINT )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureArrayData < uint32 > ( Texture , 0u ) ;
ZeroUIntArrayDummy = CreateRenderTarget ( Texture , Desc . DebugName ) ;
}
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// Create a BlackAlphaOneDummy texture
{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " BlackAlphaOneDummy " ) , 1 , 1 , PF_B8G8R8A8 )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureData < FColor > ( Texture , FColor ( 0 , 0 , 0 , 255 ) ) ;
BlackAlphaOneDummy = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
// Create a GreenDummy texture
{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2DArray ( TEXT ( " GreenDummy " ) , 1 , 1 , PF_B8G8R8A8 )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureData < FColor > ( Texture , FColor ( 0 , 255 , 0 , 255 ) ) ;
GreenDummy = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
// Create a DefaultNormal8Bit texture
{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " DefaultNormal8Bit " ) , 1 , 1 , PF_B8G8R8A8 )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureData < FColor > ( Texture , FColor ( 128 , 128 , 128 , 255 ) ) ;
DefaultNormal8Bit = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
// Create the PerlinNoiseGradient texture
{
const uint32 Extent = 128 ;
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " PerlinNoiseGradient " ) , Extent , Extent , PF_B8G8R8A8 )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
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FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
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// Write the contents of the texture.
uint32 DestStride ;
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uint8 * DestBuffer = ( uint8 * ) RHICmdList . LockTexture2D ( Texture , 0 , RLM_WriteOnly , DestStride , false ) ;
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// seed the pseudo random stream with a good value
FRandomStream RandomStream ( 12345 ) ;
// Values represent float3 values in the -1..1 range.
// The vectors are the edge mid point of a cube from -1 .. 1
static uint32 gradtable [ ] =
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{
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0x88ffff , 0xff88ff , 0xffff88 ,
0x88ff00 , 0xff8800 , 0xff0088 ,
0x8800ff , 0x0088ff , 0x00ff88 ,
0x880000 , 0x008800 , 0x000088 ,
} ;
for ( int32 y = 0 ; y < Extent ; + + y )
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{
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for ( int32 x = 0 ; x < Extent ; + + x )
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{
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uint32 * Dest = ( uint32 * ) ( DestBuffer + x * sizeof ( uint32 ) + y * DestStride ) ;
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// pick a random direction (hacky way to overcome the quality issues FRandomStream has)
* Dest = gradtable [ ( uint32 ) ( RandomStream . GetFraction ( ) * 11.9999999f ) ] ;
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}
}
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RHICmdList . UnlockTexture2D ( Texture , 0 , false ) ;
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PerlinNoiseGradient = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
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if ( GPixelFormats [ PF_FloatRGBA ] . Supported )
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{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " MaxFP16Depth " ) , 1 , 1 , PF_FloatRGBA )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureData < FFloat16Color > ( Texture , FFloat16Color ( FLinearColor ( 65500.0f , 65500.0f , 65500.0f , 65500.0f ) ) ) ;
MaxFP16Depth = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
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{
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DepthDummy = static_cast < bool > ( ERHIZBuffer : : IsInverted ) ? BlackDummy : WhiteDummy ;
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BlackDepthCube = CreateRenderTarget ( GBlackTextureDepthCube - > TextureRHI , TEXT ( " BlackDepthCube " ) ) ;
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}
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// Create a dummy stencil SRV.
{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " StencilDummy " ) , 1 , 1 , PF_R8G8B8A8_UINT )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureData < FColor > ( Texture , FColor : : White ) ;
StencilDummy = CreateRenderTarget ( Texture , Desc . DebugName ) ;
StencilDummySRV = RHICreateShaderResourceView ( StencilDummy - > GetRHI ( ) , 0 ) ;
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}
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if ( GPixelFormats [ PF_FloatRGBA ] . Supported )
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{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " MidGreyDummy " ) , 1 , 1 , PF_FloatRGBA )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDummyTextureData < FFloat16Color > ( Texture , FFloat16Color ( FLinearColor ( 0.5f , 0.5f , 0.5f , 0.5f ) ) ) ;
MidGreyDummy = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
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// Create a VolumetricBlackDummy texture
{
VolumetricBlackDummy = CreateRenderTarget ( GBlackVolumeTexture - > TextureRHI , TEXT ( " VolumetricBlackDummy " ) ) ;
VolumetricBlackAlphaOneDummy = CreateRenderTarget ( GBlackAlpha1VolumeTexture - > TextureRHI , TEXT ( " VolumetricBlackAlphaOneDummy " ) ) ;
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VolumetricBlackUintDummy = CreateRenderTarget ( GBlackUintVolumeTexture - > TextureRHI , TEXT ( " VolumetricBlackUintDummy " ) ) ;
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}
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}
void FSystemTextures : : InitializeFeatureLevelDependentTextures ( FRHICommandListImmediate & RHICmdList , const ERHIFeatureLevel : : Type InFeatureLevel )
{
// this function will be called every time the feature level will be updated and some textures require a minimum feature level to exist
// the below declared variable (CurrentFeatureLevel) will guard against reinitialization of those textures already created in a previous call
// if FeatureLevelInitializedTo has its default value (ERHIFeatureLevel::Num) it means that setup was never performed and all textures are invalid
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// thus CurrentFeatureLevel will be set to ERHIFeatureLevel::ES2_REMOVED to validate all 'is valid' branching conditions below
ERHIFeatureLevel : : Type CurrentFeatureLevel = FeatureLevelInitializedTo = = ERHIFeatureLevel : : Num ? ERHIFeatureLevel : : ES2_REMOVED : FeatureLevelInitializedTo ;
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Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
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// Create the SobolSampling texture
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if ( CurrentFeatureLevel < ERHIFeatureLevel : : ES3_1 & & GPixelFormats [ PF_R16_UINT ] . Supported )
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{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " SobolSampling " ) , 32 , 16 , PF_R16_UINT )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
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// Write the contents of the texture.
uint32 DestStride ;
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uint8 * DestBuffer = ( uint8 * ) RHICmdList . LockTexture2D ( Texture , 0 , RLM_WriteOnly , DestStride , false ) ;
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uint16 * Dest ;
for ( int y = 0 ; y < 16 ; + + y )
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{
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Dest = ( uint16 * ) ( DestBuffer + y * DestStride ) ;
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// 16x16 block starting at 0,0 = Sobol X,Y from bottom 4 bits of cell X,Y
for ( int x = 0 ; x < 16 ; + + x , + + Dest )
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{
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* Dest = FSobol : : ComputeGPUSpatialSeed ( x , y , /* Index = */ 0 ) ;
}
// 16x16 block starting at 16,0 = Sobol X,Y from 2nd 4 bits of cell X,Y
for ( int x = 0 ; x < 16 ; + + x , + + Dest )
{
* Dest = FSobol : : ComputeGPUSpatialSeed ( x , y , /* Index = */ 1 ) ;
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}
}
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RHICmdList . UnlockTexture2D ( Texture , 0 , false ) ;
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SobolSampling = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
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if ( CurrentFeatureLevel < ERHIFeatureLevel : : SM5 & & InFeatureLevel > = ERHIFeatureLevel : : SM5 )
{
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FPooledRenderTargetDesc Desc ( FPooledRenderTargetDesc : : CreateVolumeDesc ( 1 , 1 , 1 , PF_B8G8R8A8 , FClearValueBinding : : Transparent , TexCreate_HideInVisualizeTexture , TexCreate_ShaderResource | TexCreate_RenderTargetable | TexCreate_NoFastClear , false ) ) ;
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GRenderTargetPool . FindFreeElement ( RHICmdList , Desc , HairLUT0 , TEXT ( " HairLUT0 " ) ) ;
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// Init with dummy textures. The texture will be initialize with real values if needed
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const uint8 BlackBytes [ 4 ] = { 0 , 0 , 0 , 0 } ;
FUpdateTextureRegion3D Region ( 0 , 0 , 0 , 0 , 0 , 0 , Desc . Extent . X , Desc . Extent . Y , Desc . Depth ) ;
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RHICmdList . UpdateTexture3D ( HairLUT0 - > GetRHI ( ) , 0 , Region , Desc . Extent . X * sizeof ( BlackBytes ) , Desc . Extent . X * Desc . Extent . Y * sizeof ( BlackBytes ) , BlackBytes ) ;
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// UpdateTexture3D before and after state is currently undefined
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RHICmdList . Transition ( FRHITransitionInfo ( HairLUT0 - > GetRHI ( ) , ERHIAccess : : Unknown , ERHIAccess : : SRVMask ) ) ;
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HairLUT1 = HairLUT0 ;
HairLUT2 = HairLUT0 ;
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}
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// ASCII texture
{
EPixelFormat Format = PF_R8 ;
const uint32 BytesPerPixel = 1 ;
const uint32 CharacterCount = 96u ;
const uint32 CharacterRes = 8u ;
const uint32 CharacterStride = CharacterRes * BytesPerPixel ;
FPooledRenderTargetDesc Desc ( FPooledRenderTargetDesc : : Create2DDesc ( FIntPoint ( CharacterCount * CharacterRes , CharacterRes ) , Format , FClearValueBinding : : None , TexCreate_None , TexCreate_ShaderResource , false ) ) ;
const uint32 Characters [ ] =
{
0x00000000 , 0x00000000 , 0x0c1e1e0c , 0x000c000c , 0x00363636 , 0x00000000 , 0x367f3636 , 0x0036367f ,
0x1e033e0c , 0x000c1f30 , 0x18336300 , 0x0063660c , 0x6e1c361c , 0x006e333b , 0x00030606 , 0x00000000 ,
0x06060c18 , 0x00180c06 , 0x18180c06 , 0x00060c18 , 0xff3c6600 , 0x0000663c , 0x3f0c0c00 , 0x00000c0c ,
0x00000000 , 0x060c0e00 , 0x3f000000 , 0x00000000 , 0x00000000 , 0x000c0c00 , 0x0c183060 , 0x00010306 ,
0x3f3b331e , 0x001e3337 , 0x0c0c0f0c , 0x003f0c0c , 0x1c30331e , 0x003f3306 , 0x1c30331e , 0x001e3330 ,
0x33363c38 , 0x0030307f , 0x301f033f , 0x001e3330 , 0x1f03061c , 0x001e3333 , 0x1830333f , 0x0006060c ,
0x1e33331e , 0x001e3333 , 0x3e33331e , 0x000e1830 , 0x0c0c0000 , 0x000c0c00 , 0x0c0c0000 , 0x060c0e00 ,
0x03060c18 , 0x00180c06 , 0x003f0000 , 0x0000003f , 0x30180c06 , 0x00060c18 , 0x1830331e , 0x000c000c ,
0x7b7b633e , 0x001e037b , 0x33331e0c , 0x0033333f , 0x3e66663f , 0x003f6666 , 0x0303663c , 0x003c6603 ,
0x6666363f , 0x003f3666 , 0x1e16467f , 0x007f4616 , 0x1e16467f , 0x000f0616 , 0x0303663c , 0x007c6673 ,
0x3f333333 , 0x00333333 , 0x0c0c0c1e , 0x001e0c0c , 0x30303078 , 0x001e3333 , 0x1e366667 , 0x00676636 ,
0x0606060f , 0x007f6646 , 0x6b7f7763 , 0x00636363 , 0x7b6f6763 , 0x00636373 , 0x6363361c , 0x001c3663 ,
0x3e66663f , 0x000f0606 , 0x3333331e , 0x00381e3b , 0x3e66663f , 0x0067361e , 0x1c07331e , 0x001e3338 ,
0x0c0c2d3f , 0x001e0c0c , 0x33333333 , 0x003f3333 , 0x33333333 , 0x000c1e33 , 0x6b636363 , 0x0063777f ,
0x1c366363 , 0x00636336 , 0x1e333333 , 0x001e0c0c , 0x0c19337f , 0x007f6346 , 0x0606061e , 0x001e0606 ,
0x180c0603 , 0x00406030 , 0x1818181e , 0x001e1818 , 0x63361c08 , 0x00000000 , 0x00000000 , 0xff000000 ,
0x00180c0c , 0x00000000 , 0x301e0000 , 0x006e333e , 0x663e0607 , 0x003d6666 , 0x331e0000 , 0x001e3303 ,
0x3e303038 , 0x006e3333 , 0x331e0000 , 0x001e033f , 0x0f06361c , 0x000f0606 , 0x336e0000 , 0x1f303e33 ,
0x6e360607 , 0x00676666 , 0x0c0e000c , 0x001e0c0c , 0x181e0018 , 0x0e1b1818 , 0x36660607 , 0x0067361e ,
0x0c0c0c0e , 0x001e0c0c , 0x7f370000 , 0x0063636b , 0x331f0000 , 0x00333333 , 0x331e0000 , 0x001e3333 ,
0x663b0000 , 0x0f063e66 , 0x336e0000 , 0x78303e33 , 0x361b0000 , 0x000f0636 , 0x033e0000 , 0x001f301e ,
0x0c3e0c08 , 0x00182c0c , 0x33330000 , 0x006e3333 , 0x33330000 , 0x000c1e33 , 0x63630000 , 0x00367f6b ,
0x36630000 , 0x0063361c , 0x33330000 , 0x1f303e33 , 0x193f0000 , 0x003f260c , 0x070c0c38 , 0x00380c0c ,
0x00181818 , 0x00181818 , 0x380c0c07 , 0x00070c0c , 0x00003b6e , 0x00000000 , 0x00000000 , 0x00000000
} ;
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GRenderTargetPool . FindFreeElement ( RHICmdList , Desc , AsciiTexture , TEXT ( " AsciiTexture " ) ) ;
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uint32 DestStride ;
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uint8 * DestBuffer = ( uint8 * ) RHICmdList . LockTexture2D ( AsciiTexture - > GetRHI ( ) , 0 , RLM_WriteOnly , DestStride , false ) ;
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for ( int32 c = 0 ; c < CharacterCount ; c + + )
{
const uint32 Hi = Characters [ c * 2 ] ;
const uint32 Lo = Characters [ c * 2 + 1 ] ;
for ( int32 y = 0 ; y < CharacterRes ; y + + )
for ( int32 x = 0 ; x < CharacterRes ; x + + )
{
uint8 * Dest = ( uint8 * ) ( DestBuffer + x * BytesPerPixel + ( c * CharacterStride ) + y * DestStride ) ;
const uint32 C = y < CharacterRes / 2 ? Hi : Lo ;
const bool bFilled = ( C & ( 1u < < ( ( y * CharacterRes + x ) & 31u ) ) ) ;
Dest [ 0 ] = bFilled ? 0xFF : 0x0 ;
}
}
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RHICmdList . UnlockTexture2D ( AsciiTexture - > GetRHI ( ) , 0 , false ) ;
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}
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// The PreintegratedGF maybe used on forward shading including mobile platform, initialize it anyway.
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
{
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// for testing, with 128x128 R8G8 we are very close to the reference (if lower res is needed we might have to add an offset to counter the 0.5f texel shift)
const bool bReference = false ;
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EPixelFormat Format = PF_R8G8 ;
// for low roughness we would get banding with PF_R8G8 but for low spec it could be used, for now we don't do this optimization
if ( GPixelFormats [ PF_G16R16 ] . Supported )
{
Format = PF_G16R16 ;
}
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FIntPoint Extent ( 128 , 32 ) ;
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if ( bReference )
{
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Extent . X = 128 ;
Extent . Y = 128 ;
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}
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " PreintegratedGF " ) , Extent , Format )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
2021-05-25 17:12:22 -04:00
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
// Write the contents of the texture.
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uint32 DestStride ;
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uint8 * DestBuffer = ( uint8 * ) RHICmdList . LockTexture2D ( Texture , 0 , RLM_WriteOnly , DestStride , false ) ;
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2020-01-24 18:07:01 -05:00
// x is NoV, y is roughness
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for ( int32 y = 0 ; y < Extent . Y ; y + + )
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
{
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float Roughness = ( float ) ( y + 0.5f ) / Extent . Y ;
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float m = Roughness * Roughness ;
float m2 = m * m ;
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for ( int32 x = 0 ; x < Extent . X ; x + + )
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
{
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float NoV = ( float ) ( x + 0.5f ) / Extent . X ;
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FVector3f V ;
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V . X = FMath : : Sqrt ( 1.0f - NoV * NoV ) ; // sin
V . Y = 0.0f ;
V . Z = NoV ; // cos
float A = 0.0f ;
float B = 0.0f ;
float C = 0.0f ;
const uint32 NumSamples = 128 ;
for ( uint32 i = 0 ; i < NumSamples ; i + + )
{
float E1 = ( float ) i / NumSamples ;
float E2 = ( double ) ReverseBits ( i ) / ( double ) 0x100000000LL ;
{
float Phi = 2.0f * PI * E1 ;
float CosPhi = FMath : : Cos ( Phi ) ;
float SinPhi = FMath : : Sin ( Phi ) ;
float CosTheta = FMath : : Sqrt ( ( 1.0f - E2 ) / ( 1.0f + ( m2 - 1.0f ) * E2 ) ) ;
float SinTheta = FMath : : Sqrt ( 1.0f - CosTheta * CosTheta ) ;
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FVector3f H ( SinTheta * FMath : : Cos ( Phi ) , SinTheta * FMath : : Sin ( Phi ) , CosTheta ) ;
FVector3f L = 2.0f * ( V | H ) * H - V ;
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float NoL = FMath : : Max ( L . Z , 0.0f ) ;
float NoH = FMath : : Max ( H . Z , 0.0f ) ;
float VoH = FMath : : Max ( V | H , 0.0f ) ;
if ( NoL > 0.0f )
{
float Vis_SmithV = NoL * ( NoV * ( 1 - m ) + m ) ;
float Vis_SmithL = NoV * ( NoL * ( 1 - m ) + m ) ;
float Vis = 0.5f / ( Vis_SmithV + Vis_SmithL ) ;
float NoL_Vis_PDF = NoL * Vis * ( 4.0f * VoH / NoH ) ;
float Fc = 1.0f - VoH ;
Fc * = FMath : : Square ( Fc * Fc ) ;
A + = NoL_Vis_PDF * ( 1.0f - Fc ) ;
B + = NoL_Vis_PDF * Fc ;
}
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}
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{
float Phi = 2.0f * PI * E1 ;
float CosPhi = FMath : : Cos ( Phi ) ;
float SinPhi = FMath : : Sin ( Phi ) ;
float CosTheta = FMath : : Sqrt ( E2 ) ;
float SinTheta = FMath : : Sqrt ( 1.0f - CosTheta * CosTheta ) ;
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FVector3f L ( SinTheta * FMath : : Cos ( Phi ) , SinTheta * FMath : : Sin ( Phi ) , CosTheta ) ;
FVector3f H = ( V + L ) . GetUnsafeNormal ( ) ;
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float NoL = FMath : : Max ( L . Z , 0.0f ) ;
float NoH = FMath : : Max ( H . Z , 0.0f ) ;
float VoH = FMath : : Max ( V | H , 0.0f ) ;
float FD90 = 0.5f + 2.0f * VoH * VoH * Roughness ;
float FdV = 1.0f + ( FD90 - 1.0f ) * pow ( 1.0f - NoV , 5 ) ;
float FdL = 1.0f + ( FD90 - 1.0f ) * pow ( 1.0f - NoL , 5 ) ;
C + = FdV * FdL ; // * ( 1.0f - 0.3333f * Roughness );
}
}
A / = NumSamples ;
B / = NumSamples ;
C / = NumSamples ;
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if ( Format = = PF_A16B16G16R16 )
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{
uint16 * Dest = ( uint16 * ) ( DestBuffer + x * 8 + y * DestStride ) ;
Dest [ 0 ] = ( int32 ) ( FMath : : Clamp ( A , 0.0f , 1.0f ) * 65535.0f + 0.5f ) ;
Dest [ 1 ] = ( int32 ) ( FMath : : Clamp ( B , 0.0f , 1.0f ) * 65535.0f + 0.5f ) ;
Dest [ 2 ] = ( int32 ) ( FMath : : Clamp ( C , 0.0f , 1.0f ) * 65535.0f + 0.5f ) ;
}
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else if ( Format = = PF_G16R16 )
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{
uint16 * Dest = ( uint16 * ) ( DestBuffer + x * 4 + y * DestStride ) ;
Dest [ 0 ] = ( int32 ) ( FMath : : Clamp ( A , 0.0f , 1.0f ) * 65535.0f + 0.5f ) ;
Dest [ 1 ] = ( int32 ) ( FMath : : Clamp ( B , 0.0f , 1.0f ) * 65535.0f + 0.5f ) ;
}
else
{
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check ( Format = = PF_R8G8 ) ;
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uint8 * Dest = ( uint8 * ) ( DestBuffer + x * 2 + y * DestStride ) ;
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Dest [ 0 ] = ( int32 ) ( FMath : : Clamp ( A , 0.0f , 1.0f ) * 255.f + 0.5f ) ;
Dest [ 1 ] = ( int32 ) ( FMath : : Clamp ( B , 0.0f , 1.0f ) * 255.f + 0.5f ) ;
2015-04-10 16:47:24 -04:00
}
2014-03-14 14:13:41 -04:00
}
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
}
2022-03-30 13:36:17 -04:00
RHICmdList . UnlockTexture2D ( Texture , 0 , false ) ;
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2022-03-30 13:36:17 -04:00
PreintegratedGF = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
2014-09-18 17:49:40 -04:00
2020-01-24 18:07:01 -05:00
{
// Create the PerlinNoise3D texture (similar to http://prettyprocs.wordpress.com/2012/10/20/fast-perlin-noise/)
{
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const uint32 Extent = 16 ;
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const uint32 Square = Extent * Extent ;
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create3D ( TEXT ( " PerlinNoise3D " ) , Extent , Extent , Extent , PF_B8G8R8A8 )
. SetFlags ( ETextureCreateFlags : : ShaderResource | ETextureCreateFlags : : NoTiling ) ;
FTextureRHIRef Texture3D = RHICreateTexture ( Desc ) ;
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2020-01-24 18:07:01 -05:00
// Write the contents of the texture.
TArray < uint32 > DestBuffer ;
DestBuffer . AddZeroed ( Extent * Extent * Extent ) ;
// seed the pseudo random stream with a good value
FRandomStream RandomStream ( 0x1234 ) ;
// Values represent float3 values in the -1..1 range.
// The vectors are the edge mid point of a cube from -1 .. 1
// -1:0 0:7f 1:fe, can be reconstructed with * 512/254 - 1
// * 2 - 1 cannot be used because 0 would not be mapped
static uint32 gradtable [ ] =
{
0x7ffefe , 0xfe7ffe , 0xfefe7f ,
0x7ffe00 , 0xfe7f00 , 0xfe007f ,
0x7f00fe , 0x007ffe , 0x00fe7f ,
0x7f0000 , 0x007f00 , 0x00007f ,
} ;
// set random directions
{
for ( uint32 z = 0 ; z < Extent - 1 ; + + z )
{
for ( uint32 y = 0 ; y < Extent - 1 ; + + y )
{
for ( uint32 x = 0 ; x < Extent - 1 ; + + x )
{
uint32 & Value = DestBuffer [ x + y * Extent + z * Square ] ;
// pick a random direction (hacky way to overcome the quality issues FRandomStream has)
Value = gradtable [ ( uint32 ) ( RandomStream . GetFraction ( ) * 11.9999999f ) ] ;
}
}
}
}
// replicate a border for filtering
{
uint32 Last = Extent - 1 ;
for ( uint32 z = 0 ; z < Extent ; + + z )
{
for ( uint32 y = 0 ; y < Extent ; + + y )
{
DestBuffer [ Last + y * Extent + z * Square ] = DestBuffer [ 0 + y * Extent + z * Square ] ;
}
}
2018-10-10 11:48:38 -04:00
for ( uint32 z = 0 ; z < Extent ; + + z )
{
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
for ( uint32 x = 0 ; x < Extent ; + + x )
2020-01-24 18:07:01 -05:00
{
DestBuffer [ x + Last * Extent + z * Square ] = DestBuffer [ x + 0 * Extent + z * Square ] ;
}
}
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
for ( uint32 y = 0 ; y < Extent ; + + y )
2020-01-24 18:07:01 -05:00
{
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
for ( uint32 x = 0 ; x < Extent ; + + x )
2020-01-24 18:07:01 -05:00
{
DestBuffer [ x + y * Extent + Last * Square ] = DestBuffer [ x + y * Extent + 0 * Square ] ;
}
}
}
// precompute gradients
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
2018-10-19 17:36:35 -04:00
{
2020-01-24 18:07:01 -05:00
uint32 * Dest = DestBuffer . GetData ( ) ;
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for ( uint32 z = 0 ; z < Extent ; + + z )
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{
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for ( uint32 y = 0 ; y < Extent ; + + y )
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{
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for ( uint32 x = 0 ; x < Extent ; + + x )
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{
uint32 Value = * Dest ;
// todo: check if rgb order is correct
int32 r = Value > > 16 ;
int32 g = ( Value > > 8 ) & 0xff ;
int32 b = Value & 0xff ;
int nx = ( r / 0x7f ) - 1 ;
int ny = ( g / 0x7f ) - 1 ;
int nz = ( b / 0x7f ) - 1 ;
int32 d = nx * x + ny * y + nz * z ;
// compress in 8bit
uint32 a = d + 127 ;
* Dest + + = Value | ( a < < 24 ) ;
}
}
}
}
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FUpdateTextureRegion3D Region ( 0 , 0 , 0 , 0 , 0 , 0 , Extent , Extent , Extent ) ;
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RHICmdList . UpdateTexture3D (
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Texture3D ,
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0 ,
Region ,
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Extent * sizeof ( uint32 ) ,
Extent * Extent * sizeof ( uint32 ) ,
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( const uint8 * ) DestBuffer . GetData ( ) ) ;
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PerlinNoise3D = CreateRenderTarget ( Texture3D , Desc . DebugName ) ;
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} // end Create the PerlinNoise3D texture
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// LTC Textures (used by Rect Lights)
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{
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{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " LTCMat " ) , LTC_Size , LTC_Size , PF_FloatRGBA )
. SetFlags ( ETextureCreateFlags : : ShaderResource | ETextureCreateFlags : : FastVRAM ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
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// Write the contents of the texture.
uint32 DestStride ;
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uint8 * DestBuffer = ( uint8 * ) RHICmdList . LockTexture2D ( Texture , 0 , RLM_WriteOnly , DestStride , false ) ;
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for ( int32 y = 0 ; y < LTC_Size ; + + y )
{
for ( int32 x = 0 ; x < LTC_Size ; + + x )
{
uint16 * Dest = ( uint16 * ) ( DestBuffer + x * 4 * sizeof ( uint16 ) + y * DestStride ) ;
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for ( int k = 0 ; k < 4 ; k + + )
{
Dest [ k ] = FFloat16 ( LTC_Mat [ 4 * ( x + y * LTC_Size ) + k ] ) . Encoded ;
}
}
}
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RHICmdList . UnlockTexture2D ( Texture , 0 , false ) ;
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LTCMat = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " LTCAmp " ) , LTC_Size , LTC_Size , PF_G16R16F )
. SetFlags ( ETextureCreateFlags : : ShaderResource | ETextureCreateFlags : : FastVRAM ) ;
FTexture2DRHIRef Texture = RHICreateTexture ( Desc ) ;
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// Write the contents of the texture.
uint32 DestStride ;
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uint8 * DestBuffer = ( uint8 * ) RHICmdList . LockTexture2D ( Texture , 0 , RLM_WriteOnly , DestStride , false ) ;
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for ( int32 y = 0 ; y < LTC_Size ; + + y )
{
for ( int32 x = 0 ; x < LTC_Size ; + + x )
{
uint16 * Dest = ( uint16 * ) ( DestBuffer + x * 2 * sizeof ( uint16 ) + y * DestStride ) ;
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for ( int k = 0 ; k < 2 ; k + + )
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{
Dest [ k ] = FFloat16 ( LTC_Amp [ 4 * ( x + y * LTC_Size ) + k ] ) . Encoded ;
}
}
}
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RHICmdList . UnlockTexture2D ( Texture , 0 , false ) ;
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LTCAmp = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
}
}
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// Create the SSAO randomization texture
static const auto MobileAmbientOcclusionCVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.Mobile.AmbientOcclusion " ) ) ;
if ( ( CurrentFeatureLevel < ERHIFeatureLevel : : SM5 & & InFeatureLevel > = ERHIFeatureLevel : : SM5 ) | |
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( CurrentFeatureLevel < ERHIFeatureLevel : : ES3_1 & & MobileAmbientOcclusionCVar ! = nullptr & & MobileAmbientOcclusionCVar - > GetValueOnAnyThread ( ) > 0 ) )
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{
{
float g_AngleOff1 = 127 ;
float g_AngleOff2 = 198 ;
float g_AngleOff3 = 23 ;
FColor Bases [ 16 ] ;
for ( int32 Pos = 0 ; Pos < 16 ; + + Pos )
{
// distribute rotations over 4x4 pattern
// int32 Reorder[16] = { 0, 8, 2, 10, 12, 6, 14, 4, 3, 11, 1, 9, 15, 5, 13, 7 };
int32 Reorder [ 16 ] = { 0 , 11 , 7 , 3 , 10 , 4 , 15 , 12 , 6 , 8 , 1 , 14 , 13 , 2 , 9 , 5 } ;
int32 w = Reorder [ Pos ] ;
// ordered sampling of the rotation basis (*2 is missing as we use mirrored samples)
float ww = w / 16.0f * PI ;
// randomize base scale
float lenm = 1.0f - ( FMath : : Sin ( g_AngleOff2 * w * 0.01f ) * 0.5f + 0.5f ) * g_AngleOff3 * 0.01f ;
float s = FMath : : Sin ( ww ) * lenm ;
float c = FMath : : Cos ( ww ) * lenm ;
Bases [ Pos ] = FColor ( FMath : : Quantize8SignedByte ( c ) , FMath : : Quantize8SignedByte ( s ) , 0 , 0 ) ;
}
{
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const uint32 Extent = 64 ;
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " SSAORandomization " ) , Extent , Extent , PF_R8G8 )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureRHIRef Texture = RHICreateTexture ( Desc ) ;
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// Write the contents of the texture.
uint32 DestStride ;
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uint8 * DestBuffer = ( uint8 * ) RHICmdList . LockTexture2D ( Texture , 0 , RLM_WriteOnly , DestStride , false ) ;
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for ( int32 y = 0 ; y < Extent ; + + y )
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{
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for ( int32 x = 0 ; x < Extent ; + + x )
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{
uint8 * Dest = ( uint8 * ) ( DestBuffer + x * sizeof ( uint16 ) + y * DestStride ) ;
uint32 Index = ( x % 4 ) + ( y % 4 ) * 4 ;
Dest [ 0 ] = Bases [ Index ] . R ;
Dest [ 1 ] = Bases [ Index ] . G ;
}
}
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RHICmdList . UnlockTexture2D ( Texture , 0 , false ) ;
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SSAORandomization = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
}
}
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static const auto MobileGTAOPreIntegratedTextureTypeCVar = IConsoleManager : : Get ( ) . FindTConsoleVariableDataInt ( TEXT ( " r.Mobile.GTAOPreIntegratedTextureType " ) ) ;
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if ( CurrentFeatureLevel < ERHIFeatureLevel : : ES3_1 & & MobileGTAOPreIntegratedTextureTypeCVar & & MobileGTAOPreIntegratedTextureTypeCVar - > GetValueOnAnyThread ( ) > 0 )
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{
uint32 Extent = 16 ; // should be consistent with LUTSize in PostprocessMobile.usf
const uint32 Square = Extent * Extent ;
bool bGTAOPreIngegratedUsingVolumeLUT = MobileGTAOPreIntegratedTextureTypeCVar - > GetValueOnAnyThread ( ) = = 2 ;
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc ( TEXT ( " GTAOPreIntegrated " ) , bGTAOPreIngegratedUsingVolumeLUT ? ETextureDimension : : Texture3D : ETextureDimension : : Texture2D )
. SetExtent ( Extent )
. SetDepth ( bGTAOPreIngegratedUsingVolumeLUT ? Extent : 1 )
. SetFormat ( PF_R16F )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
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TRefCountPtr < FRHITexture > Texture = RHICreateTexture ( Desc ) ;
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// Write the contents of the texture.
TArray < FFloat16 > TempBuffer ;
TempBuffer . AddZeroed ( Extent * Extent * Extent ) ;
FFloat16 * DestBuffer = nullptr ;
if ( bGTAOPreIngegratedUsingVolumeLUT )
{
DestBuffer = TempBuffer . GetData ( ) ;
}
else
{
uint32 DestStride ;
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DestBuffer = ( FFloat16 * ) RHICmdList . LockTexture2D ( Texture . GetReference ( ) , 0 , RLM_WriteOnly , DestStride , false ) ;
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}
for ( uint32 z = 0 ; z < Extent ; + + z )
{
for ( uint32 y = 0 ; y < Extent ; + + y )
{
for ( uint32 x = 0 ; x < Extent ; + + x )
{
uint32 DestBufferIndex = 0 ;
if ( bGTAOPreIngegratedUsingVolumeLUT )
{
DestBufferIndex = x + y * Extent + z * Square ;
}
else
{
DestBufferIndex = ( x + z * Extent ) + y * Square ;
}
FFloat16 & Value = DestBuffer [ DestBufferIndex ] ;
float cosAngle1 = ( ( x + 0.5f ) / ( Extent ) - 0.5f ) * 2 ;
float cosAngle2 = ( ( y + 0.5f ) / ( Extent ) - 0.5f ) * 2 ;
float cosAng = ( ( z + 0.5f ) / ( Extent ) - 0.5f ) * 2 ;
float Gamma = FMath : : Acos ( cosAng ) - HALF_PI ;
float CosGamma = FMath : : Cos ( Gamma ) ;
float SinGamma = cosAng * - 2.0f ;
float Angle1 = FMath : : Acos ( cosAngle1 ) ;
float Angle2 = FMath : : Acos ( cosAngle2 ) ;
// clamp to normal hemisphere
Angle1 = Gamma + FMath : : Max ( - Angle1 - Gamma , - ( HALF_PI ) ) ;
Angle2 = Gamma + FMath : : Min ( Angle2 - Gamma , ( HALF_PI ) ) ;
float AO = ( 0.25f *
( ( Angle1 * SinGamma + CosGamma - cos ( ( 2.0 * Angle1 ) - Gamma ) ) +
( Angle2 * SinGamma + CosGamma - cos ( ( 2.0 * Angle2 ) - Gamma ) ) ) ) ;
Value = AO ;
}
}
}
if ( bGTAOPreIngegratedUsingVolumeLUT )
{
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FUpdateTextureRegion3D Region ( 0 , 0 , 0 , 0 , 0 , 0 , Extent , Extent , Extent ) ;
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RHICmdList . UpdateTexture3D (
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( FRHITexture3D * ) Texture . GetReference ( ) ,
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0 ,
Region ,
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Extent * sizeof ( FFloat16 ) ,
Extent * Extent * sizeof ( FFloat16 ) ,
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( const uint8 * ) DestBuffer ) ;
}
else
{
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RHICmdList . UnlockTexture2D ( Texture . GetReference ( ) , 0 , false ) ;
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}
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GTAOPreIntegrated = CreateRenderTarget ( Texture , Desc . DebugName ) ;
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}
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// Initialize textures only once.
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FeatureLevelInitializedTo = InFeatureLevel ;
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}
void FSystemTextures : : ReleaseDynamicRHI ( )
{
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WhiteDummySRV . SafeRelease ( ) ;
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WhiteDummy . SafeRelease ( ) ;
BlackDummy . SafeRelease ( ) ;
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BlackArrayDummy . SafeRelease ( ) ;
Copying //UE4/Dev-Rendering to Dev-Main (//UE4/Dev-Main)
#lockdown ben.marsh
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream
Capsule shadows
* Capsule shadows excel at extremely soft area shadows caused by a large light source angle, but don't support accurate self-shadowing
* Artists can setup a physics asset containing Spheres and Sphyls (capsules) for a skeletal mesh that will be used to represent the mesh's occlusion
* These shapes can then be used for direct shadowing (bCastCapsuleDirectShadow) on a skeletal mesh component, whose softness depends on the light source angle / radius
* The shapes can also be used to create an indirect shadow (bCastCapsuleIndirectShadow), whose direction and softness is derived from the precomputed sky occlusion (stationary sky light) or primary indirect lighting (static sky light)
* Capsule shadowing is computed at half res and uses tiled deferred culling for efficiency - only implemented for PC SM5 + PS4 so far
* Shadowing of movable skylights is not yet supported
Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data
Basepass drawlist are now merged within a single drawlist.
Lighting policy parameters are now accessed through a uniform buffer.
Changed the global resource initialization so that InitRHI now comes before InitDynamicRHI
#codereview nick.penwarden
Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams
Remove unused RHI methods:
RHIIsDrawingViewport
RHIGpuTimeBegin
RHIGpuTimeEnd
Made default/empty versions of these calls and removed stubs from RHIs that don't use them:
RHISuspendRendering
RHIResumeRendering
RHIIsRenderingSuspended
Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream
Lighting channels - each component and light can choose from 3 channels
* Primitives output their channel mask to stencil during the base pass, the masks are copied to a texture after the base pass, deferred lighting passes compare the primitive mask against the light's mask
* Dynamic shadow casting also respects the channels
* Only works on opaque materials, direct lighting, dynamic lighting
* Not implemented for tiled deferred atm
* This will replace CastsShadowsFromCinematicObjectsOnly in the future
#rb Martin.Mittring
Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New
First pass at separate Async Compute Context
#codereview Lee.Clark,Daniel.Wright
#rb Gil.Gribb
Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering
Removed a lot of complexity of the skeletal mesh motionblur code (better for multithreading, simpler, faster) but going from one large buffer to per mesh buffers. Upload of bones only needed once.
* GPUSkinCache didn't even work before (in this branch)
* tested BasePass velocity
* tested split screen
* tested editor pause
* matinee camera cut (no need, invalidates velocity)
* tested CPU Skin? (never has motionblur)
* tested CreateSceneProxy (recreation is prevented in CreteSceneProxy unless bone count changes)
* test ES2 -featureleveles2
#rb: Rolando.Caloca
Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data
Embree integration into Lightmass
Can be enabled through Lightmass.ini [DevOptions.StaticLighting]bUseEmbree.
Also [DevOptions.StaticLighting]bVerifyEmbree will compare ray casting results.
Only usable on Win64 with this submit.
#review daniel.wright
Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering
added SSAO CS version, can be enabled with
r.AmbientOcclusion.Compute 1
Not optimized yet
#rb:Olaf.Piesche
Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream
Lightmass solver quality improvements
* IndirectLightingScale is no longer applied to photons, avoids splotchy artifacts when using small scales
* New 'Lightmass Portal' actor / component which tells the solver where to look for significant lighting. When lighting with a Static Skylight only, in a mostly indoor environment, setting up these portals is the only way to get high quality.
* Skylight bounce lighting is now much more accurate and leverages adaptive sampling
* Fixed a bug that effectively disabled adaptive sampling on high IndirectLightingQualities
* Shadow penumbras are also improved by IndirectLightingQuality
* Texel debugging is now a cvar 'r.TexelDebugging', instead of requiring a full recompile
Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data
Quad Complexity ViewMode (PCD3D_SM5 only).
Shader Complexity with Quad Overhead ViewMode (PCD3D_SM5 only). Require ShaderComplexity ViewMode & Show.Visualize.QuadOverhead
#review brian.karis
Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering
improved SSAO quality (less high frequency noise) to avoid TemporalAA smearing
Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S
DevRendering - Enable removing unused outputs on PS4 shader pipelines, disable by default removing unused on D3D (toggable with r.D3DRemoveUnusedInterpolators)
#codereview Marcus.Wassmer
Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev
Submitting pull request from user Pierdek.
Early out of particle collision module update if there are no active particles.
#github
#1614
Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering
UE4 - Fixed the experimental r.RHICmdBalanceParallelLists 2 mode and renabled it for orion.
Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering
UE4 - Added a path so that texture streaming can avoid flushing the RHI thread.
Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream
Added new PrimitiveComponent setting bSingleSampleShadowFromStationaryLights
* When enabled, shadowing of a movable component from a stationary directional light will come from the Volume Lighting Samples precomputed by Lightmass
* This provides essentially free on/off shadow receiving on dynamic objects, with a fade over time between states
* Lighting has to be rebuilt once for this to work
#rb Rolando.Caloca
Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering
UE4 - Dynamically set stream source to avoid creating a separate drawing policy for each static mesh with vertex colors.
#rb Daniel.Wright
Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data
Enabled Embree by default
#review daniel.wright
==========================
ALL CHANGELISTS
==========================
Change 2720123 on 2015/10/07 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - 'integrate' Tem'
Change 2721682 on 2015/10/08 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Eliminated a fatal error '
Change 2721815 on 2015/10/08 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - Fix crash exiti'
Change 2724755 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix Tier'
Change 2724781 on 2015/10/12 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - D3D12 Fix offse'
Change 2728317 on 2015/10/14 by Rolando.Caloca@Rolando.Caloca_T4688_5331 'Dev-Rendering - hlslcc - Fix fo'
Change 2729170 on 2015/10/14 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Force Lightmass volume sample g'
Change 2732131 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed resource transition issue'
Change 2732218 on 2015/10/16 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code cleanup '
Change 2733533 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Clear stencil to 0 after decals'
Change 2733540 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Capsule shadows * Capsule shado'
Change 2733546 on 2015/10/19 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Light shaft targets are only al'
Change 2733602 on 2015/10/19 by Uriel.Doyon@uriel.doyon_office_data 'Decals not writing to Normal ca'
Change 2733627 on 2015/10/19 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix for transition ensure. '
Change 2735292 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for dark lightmap precision'
Change 2735298 on 2015/10/20 by Brian.Karis@Brian.Karis_T3247_Rendering 'Fix for speedtree LOD transitio'
Change 2735460 on 2015/10/20 by Uriel.Doyon@uriel.doyon_office_data 'Basepass drawlist are now merge'
Change 2737214 on 2015/10/21 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Expanded a warning when importi'
Change 2738581 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Updated comment on stencil usag'
Change 2738583 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Changed bound but not set scene'
Change 2738584 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed skylight occlusion maps b'
Change 2738589 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmap streaming fixes * Chan'
Change 2738593 on 2015/10/22 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fix from licensee for race cond'
Change 2738982 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Activating CanTickOnAnyThread f'
Change 2739032 on 2015/10/22 by Olaf.Piesche@Olaf.Piesche_roaming 'Fixing compiler barf with Clang'
Change 2741517 on 2015/10/26 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRindering - D3D12 - Integrat'
Change 2743790 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed texel debugging on static'
Change 2743958 on 2015/10/27 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comments '
Change 2744153 on 2015/10/27 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Unity compile fix '
Change 2744741 on 2015/10/28 by Nick.Penwarden@nickp_streams 'Remove unused RHI methods: RHI'
Change 2745714 on 2015/10/28 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lighting channels - each compon'
Change 2746242 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix crashes on init by swapping'
Change 2746243 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'First pass at separate Async Co'
Change 2746296 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Buffer label frees so we don't '
Change 2746297 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'updated comment '
Change 2746343 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746347 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2746811 on 2015/10/29 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Draw event for compute commandl'
Change 2746989 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Removed a lot of complexity of '
Change 2747127 on 2015/10/29 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Improved game console printout '
Change 2747702 on 2015/10/30 by Chris.Bunner@Chris.Bunner_Dev_Stream 'Bumped Lightmass StaticMesh imp'
Change 2747954 on 2015/10/30 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix SubmitDone not called TRC e'
Change 2747979 on 2015/10/30 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'polish console autocomplete tex'
Change 2750719 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Add Embree 2.7.0 for Win64 and '
Change 2750734 on 2015/11/02 by Uriel.Doyon@uriel.doyon_office_data 'Embree integration into Lightma'
Change 2750872 on 2015/11/02 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2751934 on 2015/11/03 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Disambiguate template function '
Change 2752190 on 2015/11/03 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed assert relating to '
Change 2752333 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Shader pipeline '
Change 2752655 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - Fix Materials pa'
Change 2752710 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added comment '
Change 2752711 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added better comment/help text '
Change 2752730 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'added SSAO CS version, can be e'
Change 2752766 on 2015/11/03 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Lightmass solver quality improv'
Change 2752869 on 2015/11/03 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Add shader pipel'
Change 2752882 on 2015/11/03 by Rolando.Caloca@Rolando.Caloca_T3903_S 'DevRendering - hlslcc - Metal -'
Change 2752899 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'small SSAO GPU optimization mov'
Change 2752934 on 2015/11/03 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor GPU optimization for SSAO'
Change 2753109 on 2015/11/03 by Uriel.Doyon@uriel.doyon_office_data 'Fixed final build '
Change 2753669 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed SM4 compiling '
Change 2754002 on 2015/11/04 by Nick.Penwarden@nickp_streams 'test change '
Change 2754018 on 2015/11/04 by Uriel.Doyon@uriel.doyon_office_data 'Quad Complexity ViewMode (PCD3D'
Change 2754115 on 2015/11/04 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed end of frame update'
Change 2754297 on 2015/11/04 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'PS4 compile fixes #codereview U'
Change 2754405 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor SSAO ALU optimizations fi'
Change 2754512 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'adjusted clamp for cvar '
Change 2754760 on 2015/11/04 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'improved SSAO quality (less hig'
Change 2755572 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - PS4 warning fix '
Change 2755667 on 2015/11/05 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed UE-22742, leak in t'
Change 2755722 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Remove unused co'
Change 2755814 on 2015/11/05 by Nick.Penwarden@nickp_streams 'Merging //UE4/Dev-Main to Dev-R'
Change 2755935 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Rebuild static m'
Change 2756003 on 2015/11/05 by Uriel.Doyon@uriel.doyon_office_data 'Reduce the number of precompute'
Change 2756145 on 2015/11/05 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Temp fix for GPU crash #rb none'
Change 2756308 on 2015/11/05 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Enable removing '
Change 2756435 on 2015/11/05 by Olaf.Piesche@Olaf.Piesche_roaming 'Disabling a check, to fix OR-85'
Change 2757063 on 2015/11/06 by Simon.Tovey@Simon.Tovey_Dev 'Submitting pull request from us'
Change 2757340 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed the experimental r.'
Change 2757341 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Changed the RHI thread di'
Change 2757342 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed lazy uniform buffer'
Change 2757343 on 2015/11/06 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Added a path so that text'
Change 2757500 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Add FrameSync to externalprofil'
Change 2757650 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'GBuffer should only be consider'
Change 2757665 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'UE-22816 Instruction count is n'
Change 2757834 on 2015/11/06 by Michael.Trepka@Michael.Trepka_a4202_Dev-Rendering 'Embree integration into Lightma'
Change 2757930 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix UT ensure #rb Peter.Knepley'
Change 2757931 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix Ocean ensure #rb josh.ander'
Change 2757946 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Removed invalid Lightmass asser'
Change 2757985 on 2015/11/06 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Added new PrimitiveComponent se'
Change 2758049 on 2015/11/06 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'OR-8600 CRASH: AllocationLeveli'
Change 2758059 on 2015/11/06 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'r.DumpTransitionsForResource #r'
Change 2758082 on 2015/11/06 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix resource tra'
Change 2758879 on 2015/11/09 by Rolando.Caloca@rolando.caloca_T3903_S 'DevRendering - Fix PSSL names f'
Change 2758911 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Fixed accidental force di'
Change 2758968 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled single frame buffer us'
Change 2758991 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix togglerhithread crash #rb G'
Change 2759058 on 2015/11/09 by Gil.Gribb@Gil.Gribb_Z2439_Dev-Rendering 'UE4 - Dynamically set stream so'
Change 2759063 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'fixed UE-22368 CLONE - GitHub 1'
Change 2759073 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'minor code quality improvements'
Change 2759501 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix particle ensure. '
Change 2759522 on 2015/11/09 by Marcus.Wassmer@Marcus.Wassmer_DevRendering_New 'Fix decals using CustomStencil.'
Change 2759610 on 2015/11/09 by Daniel.Wright@Daniel.Wright_G5038_RenderingStream 'Fixed line light source shadows'
Change 2759634 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Refined GBufferA resolving when'
Change 2759657 on 2015/11/09 by Martin.Mittring@Martin.Mittring_Z3941_Dev_Rendering 'Fixed ResourceTransition with r'
Change 2759693 on 2015/11/09 by Rolando.Caloca@Rolando.Caloca_T4688_S 'DevRendering - Fixed global sha'
Change 2759771 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Fixed editor hit proxy renderin'
Change 2760188 on 2015/11/09 by Uriel.Doyon@uriel.doyon_office_data 'Disabled some more deferred dec'
Change 2760523 on 2015/11/10 by Uriel.Doyon@uriel.doyon_office_data 'Enabled Embree by default #revi'
[CL 2761339 by Nick Penwarden in Main branch]
2015-11-10 17:11:09 -05:00
BlackAlphaOneDummy . SafeRelease ( ) ;
2014-03-14 14:13:41 -04:00
PerlinNoiseGradient . SafeRelease ( ) ;
PerlinNoise3D . SafeRelease ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3388286 on 2017/04/11 by Chris.Bunner
Fix mips in texture GnmUAV creation.
Change 3388287 on 2017/04/11 by Chris.Bunner
Improved PS/CS code sharing for TemporalAA.
Change 3388291 on 2017/04/11 by Chris.Bunner
HLODs now correctly hide their children in shadow maps.
Propagate bCastFarShadow flag on HLOD generation.
#jira UE-42254
Change 3388448 on 2017/04/11 by Brian.Karis
Better handle divide by zero
Change 3388449 on 2017/04/11 by Brian.Karis
Optimizations to shading model math.
PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx)
Change 3388455 on 2017/04/11 by Uriel.Doyon
Changed Remove for RemoveSwap when clearing dynamic component references
Change 3388612 on 2017/04/11 by Simon.Tourangeau
Support shaders in projects and in plugins
When searching for a shader it will
- First look in Engine/Shaders as usual
- Then in project's Shader folder
- Then in all enabled plugin Shader folders
Project or plugin must be loaded in PostConfigInit phase
Tested in PIE, engine (cooked, packaged)
Change 3388819 on 2017/04/11 by Arne.Schober
DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware.
#RB Lina.Halper, Rolando.Caloca
Change 3388862 on 2017/04/11 by Guillaume.Abadie
Allows Motion Blur and TAA in scene capture 2d.
Change 3388953 on 2017/04/11 by Uriel.Doyon
Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it.
#UE-43220
Change 3389138 on 2017/04/11 by Arne.Schober
DR - Fix crash when opening a Level without Contentbrowser open.
#RB Matt.Kuhlenschmidt
Change 3389400 on 2017/04/11 by Uriel.Doyon
- Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled()
- Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF()
- FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes.
- Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode.
- Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution)
- Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel.
- Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place.
- New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials
#jira UE-39505
Change 3389860 on 2017/04/12 by Richard.Wallis
UE-41407 Cable actor does not render correctly in viewport on Mac.
Build the mesh at creation time - call into exisiting mesh create function.
Change 3390933 on 2017/04/12 by Arne.Schober
DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function
#RB Marcus.Wassmer
Change 3391010 on 2017/04/12 by Ben.Marsh
Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering.
Change 3391412 on 2017/04/12 by Uriel.Doyon
Mesh Decals are now sorted according to the component TranslucencySortPriority.
#jira UE-43053
Change 3392117 on 2017/04/13 by Guillaume.Abadie
Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar.
Change 3392179 on 2017/04/13 by Guillaume.Abadie
Attempts to fix linux compilation by removing mistakenly submitted dead code.
Change 3392231 on 2017/04/13 by Guillaume.Abadie
Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups...
Change 3393879 on 2017/04/14 by Guillaume.Abadie
Attempts to fix linux compilation warning.
Change 3393881 on 2017/04/14 by Guillaume.Abadie
Back out changelist 3393879
Change 3393882 on 2017/04/14 by Guillaume.Abadie
Attempts #2 to fix linux compilation error.
Change 3394100 on 2017/04/14 by Chris.Bunner
Corrected material shared sampler usage with mip-biasing.
Change 3394174 on 2017/04/14 by Rolando.Caloca
DR - Change ensure to warning
Change 3394221 on 2017/04/14 by Marcus.Wassmer
Fix poseable mesh bounds calculation.
Change 3396238 on 2017/04/17 by David.Hill
Fix Bloom with LensFlare
Duplicating fix - will also fix directly in 4.16
#jira 44050
Change 3397055 on 2017/04/17 by Joe.Graf
Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3397921 on 2017/04/18 by Joe.Graf
Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering
#CodeReview: arciel.rekman, matt.kuhlenschmidt
#rb: n/a
Change 3398406 on 2017/04/18 by Rolando.Caloca
DR - Fix shaders in plugins on Mac
Change 3399546 on 2017/04/19 by Benjamin.Hyder
Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows)
Change 3399725 on 2017/04/19 by Guillaume.Abadie
Avoids compiling PCSS shaders for SM4.
Change 3400295 on 2017/04/19 by Michael.Trepka
Fixed metal shader compile errors in MorphTargets.usf
Change 3400457 on 2017/04/19 by Michael.Trepka
Merged Rolando's shader fixes
Change 3400473 on 2017/04/19 by Arne.Schober
DR - provide Aftermath Reason when init failed.
#RB none
Change 3400699 on 2017/04/19 by Arne.Schober
DR - Fixed Text macro
#RB none
Change 3402280 on 2017/04/20 by Simon.Tovey
Minor cascade fix
#tests no crash
#jira UE-41560
Change 3402517 on 2017/04/20 by Arne.Schober
DR - Fix static analysis warning
#RB none
Change 3403897 on 2017/04/21 by Arne.Schober
DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC
#RB None
#jira UE-43898
Change 3404591 on 2017/04/21 by Olaf.Piesche
#jira UE-41979
Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash.
Change 3407451 on 2017/04/25 by Daniel.Wright
Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume
Change 3407452 on 2017/04/25 by Daniel.Wright
Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger
Change 3408397 on 2017/04/25 by Daniel.Wright
ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately.
Change 3408428 on 2017/04/25 by Daniel.Wright
Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows
Change 3409764 on 2017/04/26 by Daniel.Wright
Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5.
Change 3411659 on 2017/04/27 by Daniel.Wright
[Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this
Change 3411660 on 2017/04/27 by Daniel.Wright
[Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes
Change 3411667 on 2017/04/27 by Daniel.Wright
[Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize.
Change 3411668 on 2017/04/27 by Daniel.Wright
[Copy] Better indirect capsule shadow draw event info
Change 3411669 on 2017/04/27 by Daniel.Wright
[Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile.
Change 3411755 on 2017/04/27 by Daniel.Wright
[Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque)
* Removed r.OcclusionQueryLocation
Change 3411827 on 2017/04/27 by Daniel.Wright
[Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead
Change 3411829 on 2017/04/27 by Daniel.Wright
Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef
Change 3411837 on 2017/04/27 by Daniel.Wright
[Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo
Change 3411838 on 2017/04/27 by Daniel.Wright
[Copy] Skip tracking MaterialRenderProxyMap on cooked platforms
Change 3411843 on 2017/04/27 by Daniel.Wright
[Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM)
* Gnm was not tracking DepthClearValue when a depth target was set but not cleared
* Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist)
* Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values
Change 3411873 on 2017/04/27 by Daniel.Wright
[Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once.
* 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms)
Change 3411891 on 2017/04/27 by Daniel.Wright
[Copy] GatherShadowPrimitives optimizations
* Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x)
* Much flatter primitive octree (16 -> 256 max primitives)
* Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows
* FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs.
* StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4.
Change 3412192 on 2017/04/27 by Michael.Trepka
Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426
Change 3412547 on 2017/04/27 by Daniel.Wright
Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee
Change 3414239 on 2017/04/28 by Arne.Schober
DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it.
#RB none
#jira UE-44500
Change 3414754 on 2017/04/28 by Daniel.Wright
Added VolumetricFogEmissive to ExponentialHeightFogComponent
* Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term
Change 3416859 on 2017/05/01 by Arne.Schober
DR - Remove FeatureLevel from the Clear Functions to reduce area of error
#RB Rolando.Caloca
Change 3420750 on 2017/05/03 by Arne.Schober
DR - [UE-44497] - Fix several PS4 validation layer issues
#RB Marcus.Wassmer
Change 3422869 on 2017/05/04 by Benjamin.Hyder
Fix compile error from merge.
Change 3423938 on 2017/05/04 by Marc.Olano
[UE-44453] Fix bloom problems by moving saturate after vector math
Change 3424494 on 2017/05/04 by Olaf.Piesche
#jira UE-44589
When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable.
#tests as described in jira ticket
Change 3424754 on 2017/05/04 by Uriel.Doyon
Fixed call to get texture compressor module outside the main thread.
#jira UE-42168
Change 3425447 on 2017/05/05 by Uriel.Doyon
#buildfix
Change 3427042 on 2017/05/05 by Arne.Schober
DR - Fix one of my typos
#RB none
Change 3428119 on 2017/05/08 by Marcus.Wassmer
Fix UE-44733
static analysis warning.
Change 3428222 on 2017/05/08 by Uriel.Doyon
Fixed bad condition in translucency rendering
#jira UE-44452
Change 3429794 on 2017/05/08 by Uriel.Doyon
Fixed issues with lightshafts and low res translucency.
#jira UE-44452
Change 3430921 on 2017/05/09 by Rolando.Caloca
DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders.
- Also fixes using the correct fxc.exe path to match the DLL we distribute.
Change 3431156 on 2017/05/09 by Rolando.Caloca
DR - Remove unused code
Change 3431396 on 2017/05/09 by David.Hill
Copy of changes made directly in 4.16 ( CL 341037 )
to be submitted to dev-rendering
#jira UE-44641
Change 3431400 on 2017/05/09 by Rolando.Caloca
DR - Fix typo
Change 3431527 on 2017/05/09 by David.Hill
#rb: none
Oops.
comment out r.ShaderDevelopmentMode =1
Change 3431590 on 2017/05/09 by Daniel.Wright
Removed early return landmine in USceneCaptureComponent2D::Serialize
Change 3431591 on 2017/05/09 by Daniel.Wright
Disallow map building while in PIE, or PIE while buildling lighting
Change 3431594 on 2017/05/09 by Daniel.Wright
Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels.
Change 3431667 on 2017/05/09 by Daniel.Wright
Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut.
* The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16
* Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX
Change 3432366 on 2017/05/10 by Richard.Wallis
Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread.
#jira UE-36006
Change 3432367 on 2017/05/10 by Richard.Wallis
Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set.
Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case.
#jira UE-44322
Change 3432409 on 2017/05/10 by Richard.Wallis
Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895)
Fix for deferred store actions getting cleared when we don't have a valid render target.
Change 3432833 on 2017/05/10 by Daniel.Wright
Fixed Ocean compile error
Change 3432874 on 2017/05/10 by Marc.Olano
Improved captions for Noise and VectorNoise material nodes
Change 3432947 on 2017/05/10 by Richard.Wallis
Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook.
- Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag.
#jira UE-44657
Change 3433484 on 2017/05/10 by Arne.Schober
DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled.
#jira UE-44393
#RB Daniel.Wright
Change 3433515 on 2017/05/10 by Arne.Schober
DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used.
#RB Daniel.Wright
Change 3433606 on 2017/05/10 by Daniel.Wright
Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume.
Change 3433619 on 2017/05/10 by Daniel.Wright
Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE.
Change 3433795 on 2017/05/10 by Arne.Schober
DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine
#RB marcus.Wassmer
Change 3433941 on 2017/05/10 by Daniel.Wright
Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere.
* Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX
* Volumetric fog 2.87ms -> 2.09ms in the same scene
Change 3435139 on 2017/05/11 by Daniel.Wright
Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean
Change 3435297 on 2017/05/11 by Arne.Schober
DR - Remove manual AlignOf and use C++11 keyword instead
#RB Steve.Robb
Change 3435367 on 2017/05/11 by Daniel.Wright
Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights
* 1.5ms -> 1.38ms on 970 GTX with 24 spotlights
Change 3435522 on 2017/05/11 by Brian.Karis
Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal.
Change 3436063 on 2017/05/11 by Daniel.Wright
Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting
Change 3436269 on 2017/05/11 by Uriel.Doyon
Fixed UVChannel data possibly not up-to-date depending on user manips.
Change 3436611 on 2017/05/12 by Simon.Tovey
Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling.
Change 3436676 on 2017/05/12 by Simon.Tovey
Fix for fixed bounds being "invalid" unless set via the toolbar option.
Change 3436700 on 2017/05/12 by Simon.Tovey
Crash fix.
Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html
Particle proxies would have stale material resource pointers if the material is changed while the system was invisible.
If the old material is freed during this time, the next time the system renders it will crash.
Change 3437367 on 2017/05/12 by Brian.Karis
Fixed bug with small UV charts not packing.
Change 3437860 on 2017/05/12 by Arne.Schober
DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64
#RB none
Change 3437972 on 2017/05/12 by Arne.Schober
DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary.
#RB none
Change 3437975 on 2017/05/12 by Chris.Bunner
Added calculation for MaterialParamsEx to MeshDecals.usf.
#jira UE-43052
Change 3438109 on 2017/05/12 by Rolando.Caloca
DR - Support for -nomcpp on SCW
Change 3438889 on 2017/05/15 by Chris.Bunner
Nullptr check in a few material uniform expressions.
Change 3439351 on 2017/05/15 by Chris.Bunner
Added tooltip to Power material expression.
Change 3439763 on 2017/05/15 by Daniel.Wright
Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights
Change 3439764 on 2017/05/15 by Daniel.Wright
Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups
Change 3440722 on 2017/05/16 by Guillaume.Abadie
Exposes Scene capture's FOV to blueprints
Change 3441680 on 2017/05/16 by Uriel.Doyon
Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
New point light actors now configure the intensity in candelas by default.
Replaced viewport exposure settings by an EV100 slider.
Hidding the tone mapper in the show flag now still applies the exposure.
Added a new AutoExposure method called EV100 which allows to specify :
- MinEV100, MaxEV100
- Calibration Constnat
- Exposure Compensation
#jira UE-42783
Change 3441884 on 2017/05/16 by Uriel.Doyon
Fixed StreamingDistanceMultiplier not being applied to the texture streaming data.
Change 3442800 on 2017/05/17 by Gil.Gribb
Fixed botched merge.
Change 3442896 on 2017/05/17 by Gil.Gribb
UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster.
Change 3443951 on 2017/05/17 by Richard.Wallis
Added Apple override allocator macro - each command encoder type needs it's own allocator queue.
Change 3444787 on 2017/05/17 by Daniel.Wright
Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0.
Change 3444882 on 2017/05/17 by Daniel.Wright
Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear
Change 3444883 on 2017/05/17 by Brian.Karis
Improved contact shadows
Change 3445048 on 2017/05/17 by Daniel.Wright
Fixed particle lights in forward shading, they were not setting the lighting channel mask properly
Change 3445107 on 2017/05/17 by Michael.Trepka
Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases.
#jira UE-43725
Change 3445212 on 2017/05/17 by Uriel.Doyon
Added a -CSV option to ListTextures command
Change 3445947 on 2017/05/18 by Richard.Wallis
Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only.
Change 3446545 on 2017/05/18 by Chris.Bunner
Removed hardcoded (and unused) MRT write from Decal shaders.
#jira UE-45095
Change 3446568 on 2017/05/18 by Marc.Olano
Sobol and image-based importance sampling C++ functions and blueprint nodes
Change 3446988 on 2017/05/18 by Marc.Olano
Fix build error: missing include
Change 3446990 on 2017/05/18 by Marc.Olano
Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes)
Change 3447142 on 2017/05/18 by Rolando.Caloca
DR - RWLock instead of mutex for PSO cache
Change 3447144 on 2017/05/18 by Uriel.Doyon
Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files.
Change 3447794 on 2017/05/18 by Brian.Karis
Virtual texturing foundation code
Change 3448944 on 2017/05/19 by Arciel.Rekman
Fix non-unity Linux (and Mac, etc) builds.
- Mac fix is tentative, did not try.
Change 3449183 on 2017/05/19 by Marcus.Wassmer
Duplicate fix for reflection captures to happen after sequencer updates.
Change 3449196 on 2017/05/19 by Uriel.Doyon
Handling RCM_MinMax when reading FloatRGBA textures.
This fixes pixel inspector always reading 1 for scene color values greater than one.
Change 3451652 on 2017/05/22 by Rolando.Caloca
DR - Compile fix
#jira UE-45245
Change 3451660 on 2017/05/22 by Chris.Bunner
Additional compile fix.
#jira UE-45245
Change 3451897 on 2017/05/22 by Daniel.Wright
Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering.
Change 3452055 on 2017/05/22 by Rolando.Caloca
DR - Switch compile fix
#jira UE-45265
Change 3452089 on 2017/05/22 by Rolando.Caloca
DR - Compile fix
#jira UE-45246
Change 3452108 on 2017/05/22 by Rolando.Caloca
DR - Compile fix
#jira UE-45246
Change 3452179 on 2017/05/22 by Brian.Karis
Exposed dimensions. Fixed static analysis.
Change 3452734 on 2017/05/22 by Daniel.Wright
When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass.
Change 3452770 on 2017/05/22 by Daniel.Wright
Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere
Change 3452861 on 2017/05/22 by Rolando.Caloca
DR - Switch compile fix
Change 3452952 on 2017/05/22 by Brian.Karis
Small VT fixes
Change 3453647 on 2017/05/23 by Richard.Wallis
Fix for tessellation shaders on Mac (Metal v1.2) failing to compile.
#jira UE-45227
Change 3454844 on 2017/05/23 by Uriel.Doyon
Fixed extra X16 on some point lights
#jira UE-45250
Change 3454934 on 2017/05/23 by Chris.Bunner
Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.
Change 3457131 on 2017/05/24 by Arne.Schober
DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode
#jira UE-45317
#RB Chris.Bunner
Change 3457141 on 2017/05/24 by Marc.Olano
Sobol bug fixes
Change 3457953 on 2017/05/24 by Brian.Karis
Fix static analysis
#jira UE-45315
#jira UE-45314
#jira UE-45313
Change 3459064 on 2017/05/25 by Chris.Bunner
Fix for out of bounds material translation crash.
#jira UE-45406
Change 3459700 on 2017/05/25 by Brian.Karis
Revert using sprite index buffer because the vert order is different.
Change 3459847 on 2017/05/25 by Chris.Bunner
Fixing ensure in RenderTestMap.
[CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
SobolSampling . SafeRelease ( ) ;
2014-03-14 14:13:41 -04:00
SSAORandomization . SafeRelease ( ) ;
2020-09-24 00:43:27 -04:00
GTAOPreIntegrated . SafeRelease ( ) ;
2014-03-14 14:13:41 -04:00
PreintegratedGF . SafeRelease ( ) ;
2019-09-25 13:55:37 -04:00
HairLUT0 . SafeRelease ( ) ;
HairLUT1 . SafeRelease ( ) ;
2020-10-22 19:19:16 -04:00
HairLUT2 . SafeRelease ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614)
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3774677 by Arne.Schober
DR - Deprecated SetLocal from the RHICmdlist
Fixed some unnecessary PSO collisions.
Change 3809579 by Chris.Bunner
Back out changelist 3774677.
#jira UE-53483
Change 3810363 by Mark.Satterthwaite
More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible.
This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere.
Change 3810407 by Marcus.Wassmer
PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster)
Change 3810676 by Guillaume.Abadie
Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size.
Change 3810696 by Guillaume.Abadie
Adds support for #include "../MyFile.ush" in the shader compiler.
Change 3810698 by Guillaume.Abadie
Implements enum class based shader permutation dimension.
Change 3810699 by Guillaume.Abadie
Implements Diaphragm DOF ground work.
Change 3811536 by Guillaume.Abadie
Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF.
Change 3811958 by Mark.Satterthwaite
More fixes for mtlpp.
Change 3811964 by Mark.Satterthwaite
Only views onto a mtlpp::Buffer should return a valid parent-buffer.
Change 3812604 by Guillaume.Abadie
Changes Diaphragm DOF's source file layout.
Change 3812827 by Mark.Satterthwaite
More missing/broken functionality in mtlpp fixed and fixed obvious leaks.
Change 3812920 by Guillaume.Abadie
Adds support for per mip level UAV in FSceneRenderTarget.
Change 3812926 by Mark.Satterthwaite
Change the way we handle mtlpp resource construction to avoid leaks.
Change 3812960 by Rolando.Caloca
DR - vk - Disable DFGI
Change 3812968 by Rolando.Caloca
DR - Linker fix
Change 3813318 by Mark.Satterthwaite
Fix linear texture allocation from a buffer sub-view.
Change 3813326 by Mark.Satterthwaite
Fix another Metal mtlpp sub-buffer allocation failure.
Change 3813328 by Guillaume.Abadie
Removes global samplers in TAA for GL4, Vulkan and Switch.
Change 3813937 by Rolando.Caloca
DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on
Change 3813947 by Rolando.Caloca
DR - noshaderworker should override r.XGEShaderCompile
Change 3817017 by Uriel.Doyon
Fixed texture editor black screen
#jira UE-53653
Change 3818568 by Rolando.Caloca
DR - Fix log when shader jobs crash
- Move log10 to common
- Added COMPILER_VULKAN define
Change 3818603 by Uriel.Doyon
Fix to static analysis warning
Change 3818623 by Rolando.Caloca
DR - Workaround hlslcc loop unrolling bug
Change 3819070 by Uriel.Doyon
Fix to stat duplication.
Change 3819105 by Uriel.Doyon
Refactored volume sample shader to avoid using texture dimension.
Change 3819136 by Rolando.Caloca
DR - vk - Per platform files (empty)
Change 3819180 by Rolando.Caloca
DR - vk - Move defines out of config into per platform
Change 3819247 by Rolando.Caloca
DR - vk - Remove more defines into platform settings
Change 3819318 by Rolando.Caloca
DR - vk - Fixes for linking
Change 3819868 by Rolando.Caloca
DR - vk - Linux & Android fixes
Change 3819873 by Guillaume.Abadie
Adds support for PermutationId on r.DumpShaderDebugInfo=1
Change 3819940 by Rolando.Caloca
DR - vk - Fix Linux issues
Change 3819956 by Rolando.Caloca
DR - vk - Invalid check
Change 3819961 by Michael.Lentine
Hide attributes when plugin is not present
Change 3819980 by Rolando.Caloca
DR - vk - Standard validation always
Change 3820039 by Rolando.Caloca
DR - vk - Fix invalid ensure
Change 3820326 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3820422 by Michael.Lentine
Add back GBufferAO.
Change 3820433 by Rolando.Caloca
DR - Fix D3D12 crash on 20 thread (10x2 cores) machines
Change 3821677 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3821961 by Rolando.Caloca
DR - Vulkan uses real UB by default on non-Android
Change 3821968 by Rolando.Caloca
DR - vk - Update glslang 1.0.65.1
Change 3821969 by Uriel.Doyon
Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME.
Change 3821983 by Rolando.Caloca
DR - vk - Change to static array (0.1ms on 10k draw calls)
Change 3824141 by Rolando.Caloca
DR - vk - Fix static analysis
- Bumped up some (c) 2017->2018
Change 3824355 by Rolando.Caloca
DR - vk - Accessor to find out if a cmd buffer has been submitted
Change 3824420 by Rolando.Caloca
DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs
Change 3824463 by Rolando.Caloca
DR - Removed dummy ensure for D3D12
Change 3824609 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3826074 by Mark.Satterthwaite
Start IMP-caching the various descriptor types in mtlpp.
Change 3826098 by Rolando.Caloca
DR - vk - Dump layer compile fixes
Change 3826113 by Rolando.Caloca
DR - vk - Missing dump functions
Change 3826302 by Rolando.Caloca
DR - vk - Compile fix
- Change dump handles to %p
Change 3826635 by Mark.Satterthwaite
Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler.
Change 3827072 by Mark.Satterthwaite
Switch some more mtlpp descriptors over to IMPTables from objc_msgSend.
Change 3827909 by Guillaume.Abadie
Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass.
Change 3827952 by Guillaume.Abadie
Updates copy right to year 2018 on diaphragm DOF's new files.
Change 3828055 by Rolando.Caloca
DR - vk - Rename in prep for changes
Change 3828229 by Guillaume.Abadie
Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map.
Change 3828427 by Guillaume.Abadie
Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation.
Change 3829979 by Guillaume.Abadie
Fixes a color NaN source in diaphragm DOF's TAA pass.
Change 3830116 by Rolando.Caloca
DR - vk - Fix GPU queries/frame time on old system
- New system in place, disabled temporarily
Change 3830169 by Rolando.Caloca
DR - vk - Fix async pso creation crash
Change 3830193 by Rolando.Caloca
DR - vk - CPU RHI thread improvement
Change 3830291 by Guillaume.Abadie
Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller.
Change 3830300 by Rolando.Caloca
DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h
Change 3830589 by Mark.Satterthwaite
In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change.
Change 3830793 by Mark.Satterthwaite
Fix a small number of bugs introduced with the mtlpp descriptor and table caching.
Change 3831491 by Jian.Ru
Fix driver version unknown
#jira UE-53688
Change 3832335 by Rolando.Caloca
DR - vk - Change include
Change 3832550 by Rolando.Caloca
DR - vk - Occlusion query rewrite WIP
Change 3832589 by Rolando.Caloca
DR - vk - Minor refactor to pools in prep for timestamps
Change 3832618 by Rolando.Caloca
DR - vk - Do not block timestamp queries
Change 3832636 by Rolando.Caloca
DR - vk - Fix old timestamp queries
Change 3833138 by Rolando.Caloca
DR - vk - Fix timestamp queries
Change 3833249 by Rolando.Caloca
DR - vk - Test lock
Change 3833667 by Rolando.Caloca
DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled)
Change 3833907 by Daniel.Wright
Fixed NextStartOffset UAV index out of bounds
Change 3833918 by Daniel.Wright
D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox. The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.
Change 3834852 by Rolando.Caloca
DR - vk - Missing file
Change 3834858 by Guillaume.Abadie
Implements r.DOF.MinimalFullresBlurringRadius
Change 3834979 by Rolando.Caloca
DR - vk - Fix
Change 3836117 by Rolando.Caloca
DR - vk - Update to 1.0.65.1
Change 3836122 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer
- Added new error codes/messages
Change 3836421 by Mark.Satterthwaite
For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C.
Change 3836896 by Uriel.Doyon
Fixed concurrency and exit issues around d3d12 pipeline states on windows.
Change 3837385 by Rolando.Caloca
DR - vk - Dump memory on OOM
Change 3837427 by Rolando.Caloca
DR - vk - Change some arrays to array views
Change 3837800 by Guillaume.Abadie
Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0.
Change 3838128 by Rolando.Caloca
DR - vk - Support for non-cached memory types
Change 3838540 by Guillaume.Abadie
Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability.
Change 3838731 by Rolando.Caloca
DR - vk - Descriptor pools per command buffer pool (turned off)
Change 3838961 by Rolando.Caloca
DR - vk - Use ring buffer for per frame uniform buffers
- Enable descriptor pools per layout recycled per command buffer
Change 3839087 by Rolando.Caloca
DR - vk - Compile fixes for Android
Change 3839106 by Marcus.Wassmer
PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema)
Change 3839252 by Mark.Satterthwaite
Fix mtlpp::Resource move operators.
Change 3839426 by Marcus.Wassmer
Duplicate 380972
Make PC GPU Benchmarks more reliable
Change 3840041 by Guillaume.Abadie
Fixes shader compilation failure in TAA with alpha channel through post processing support.
Change 3840257 by Chris.Bunner
Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket.
Change 3840308 by Rolando.Caloca
DR - vk - Support for UB & non-UB on emulation mode
Change 3840586 by Rolando.Caloca
DR - Copy 3840577
Fix for CPUs with more than 16 cores
Change 3840671 by Rolando.Caloca
DR - vk - Copy from 3840663
Fix for layout ensure on HMD projects on Vulkan
Change 3840980 by Rolando.Caloca
DR - vk - Android compile fixes
Change 3841989 by Guillaume.Abadie
Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time.
Change 3842216 by Guillaume.Abadie
Fixes DDOF's foreground alpha channel.
Change 3842217 by Guillaume.Abadie
Implements r.DOF.MaximalForegroundBlurringRadius
Change 3842353 by Guillaume.Abadie
Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0
Change 3842747 by Rolando.Caloca
DR - vk - Missing use of GPoolSizeVRAMPercentage
- Support for smaller allocations if page size is not available
Change 3842791 by Rolando.Caloca
DR - vk - Use 95% of available GPU memory to handle some fragmentation
Change 3843690 by Guillaume.Abadie
Fixes diaphragm DOF's foreground after all this refactoring.
Change 3844439 by Guillaume.Abadie
Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation.
Change 3844946 by Mark.Satterthwaite
rd_route v1.1.1 with attached TPS approval.
For macOS function interposition which is useful for debugging and the occasional workaround.
Change 3845164 by Mark.Satterthwaite
Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate.
We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem.
Change 3845849 by Marcus.Wassmer
Fix clang and some normal refactor errors
Change 3846026 by Rolando.Caloca
DR - vk - Descriptor set allocation scheme rewrite
- Type hash for each pool
- Desc sets Pool on device
Change 3846169 by Rolando.Caloca
DR - vk - Remove old code for non-layout descriptor set pools
Change 3846205 by Mark.Satterthwaite
Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha.
Change 3846346 by Arne.Schober
DR - Missing Vector instructions
Change 3847037 by Arne.Schober
DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer.
Fixed MorphTarget Skincache Offset mixxup
Change 3847275 by Marcus.Wassmer
Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering)
Change 3847464 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3847707 by Michael.Lentine
Only use MorphTargetOffset when the shader enables morph targets.
Change 3848533 by Richard.Wallis
Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs. SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader.
#jira UE-51716
Change 3848625 by Richard.Wallis
Compile Fix
Change 3848725 by Rolando.Caloca
DR - Remove use of Build/SetLocalGraphicsPipelineState
Change 3848797 by Rolando.Caloca
DR - Deprecate Build/SetLocalGraphicsPipelineState
Change 3849237 by Arne.Schober
DR - AddCustom Ver for ModelVertex Serialization
Change 3851247 by Rolando.Caloca
DR - vk - Util functions
Change 3851523 by Arne.Schober
DR - Update Reflection Comparission shot from the BuildFarm.
Change 3851859 by Rolando.Caloca
DR - vk - Skip loader
Change 3851889 by Krzysztof.Narkowicz
Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case.
#jira UE-51512
Change 3852181 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3852547 by Uriel.Doyon
Fixed Pre-Exposure shader compilation and Temporal AA issue.
#jira UE-54276
Change 3852637 by Arne.Schober
DR - Fixing Normal Automated Test Result
Change 3853167 by Richard.Wallis
AvfPlayer - support for streaming media. Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid the memory corruption.
#jira UE-35637
Change 3853447 by Chris.Bunner
Fixing typos.
Change 3853645 by Krzysztof.Narkowicz
Fixed light functions on subsurface materials
Removed strange code from blending between static and dynamic shadows
#jira UE-50275
Change 3853660 by Rolando.Caloca
DR - Fix OpenGL overwriting texture samplers on forward renderer
Change 3853945 by Mark.Satterthwaite
Duplicate #3831616
Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error.
#jira UE-53720
Change 3853966 by Mark.Satterthwaite
Duplicate #3835852
Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
- The control points idnex buffer shouldn't collide with anything else.
- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.
#jira UE-53851
Change 3854250 by Uriel.Doyon
Fix fbx automation tests
Change 3854736 by Uriel.Doyon
Added a tooltip to the EV100 slider in the exposure menu.
Using game settings now disables the slider.
#jira UE-53945
Change 3855047 by Jian.Ru
Fix DFAO getting NANs when samples out of ViewRect
#jira UE-54403
Change 3858197 by Krzysztof.Narkowicz
View frustum shadow caster culling for pointlights/spotlights
#jira UE-54381
Change 3860081 by Krzysztof.Narkowicz
Tighter bounding sphere for a spotlight
Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights
Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds
#jira UE-54258
Change 3860324 by Mark.Satterthwaite
Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings.
Change 3860945 by Arne.Schober
DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.
#jira UE-54587
Change 3861129 by Jian.Ru
Prevent distance culled objects from casting distance field direct shadows
#jira UE-54533
Change 3861502 by Jian.Ru
Exclude distance culled objects from DFAO calculation
#jira UE-54533
Change 3862243 by Krzysztof.Narkowicz
Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box
Change 3863476 by Krzysztof.Narkowicz
Added BuildReflections option to ResavePackages commandlet
#jira UE-54581
Change 3863717 by Rolando.Caloca
DR - vk - Missed using pipeline cache on compute PSOs
Change 3865332 by Arne.Schober
DR - Fix UE-52356 Bone Weight
Change 3866220 by Rolando.Caloca
DR - vk - Fixed GetNativeResource missing on textures
- Added support for -preferNvidia|AMD|Intel
- Added VulkanRHIBridge.h
- Minor fixes
Change 3866222 by Rolando.Caloca
DR - vk - Missed file
Change 3866951 by Krzysztof.Narkowicz
Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.
#jira UE-53640
Change 3867231 by Guillaume.Abadie
Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry.
Change 3867233 by Guillaume.Abadie
Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2
Change 3867594 by Daniel.Wright
Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup
Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow
Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors
Change 3870048 by Daniel.Wright
Cleaned up formatting in TranslucentRendering from merges
Change 3870106 by Krzysztof.Narkowicz
Fixed some FArchive Tell()/Seek() 64bit->32bit truncations
Change 3870211 by Rolando.Caloca
DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line
Change 3870225 by Rolando.Caloca
DR - vk - Some platforms do not use a standard swapchain
Change 3870267 by Arne.Schober
DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary
Change 3870647 by Daniel.Wright
Moved FogRendering.h to Renderer
Change 3872130 by Krzysztof.Narkowicz
Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI
Merging GitHub Pull request #4459
"When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials."
#jira UE-54616
Change 3872145 by Rolando.Caloca
DR - vk - Optional SupportsMarkersWithoutExtension
Change 3872404 by Uriel.Doyon
Added some guards when streaming virtual textures.
Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice.
Fixed bad mipmap generation with UCanvasRenderTarget2D.
Change 3872507 by Arne.Schober
Back out changelist 3870267
Change 3874176 by Ben.Marsh
IncludeTool: Add an flag to prevent scanning source files for exported symbols.
Change 3874935 by Krzysztof.Narkowicz
Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized.
#jira UE-54656
Change 3875710 by Daniel.Wright
Renamed uniform buffer member macros to be much shorter for readability
Change 3876665 by Guillaume.Abadie
Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones.
Change 3876666 by Guillaume.Abadie
Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity.
Change 3876677 by Guillaume.Abadie
Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass.
Change 3876680 by Guillaume.Abadie
Cherry-pick 3872357: Oups... fixes build...
Change 3876683 by Guillaume.Abadie
Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass.
Change 3876687 by Guillaume.Abadie
Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering.
Change 3876690 by Guillaume.Abadie
Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance.
Change 3876694 by Guillaume.Abadie
Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation.
Change 3876695 by Guillaume.Abadie
Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event.
Change 3876783 by Rolando.Caloca
DR - Static analysis fix
Change 3876845 by Guillaume.Abadie
Implements USceneCaptureComponent::ProfilingEventName
Change 3877197 by Rolando.Caloca
DR - vk - OQ fixes (disabled)
Change 3877428 by Krzysztof.Narkowicz
Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426):
-The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls
-Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature.
-Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables)
-The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library.
-Letterboxing is now removed during multi-part capture, d'oh.
-Tiled shots are taken at full resolution even if ScreenPercentage < 100
-SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts
-Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots.
#jira UE-54244
#4426
Change 3879086 by Krzysztof.Narkowicz
Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world
Change 3879090 by Guillaume.Abadie
Fixes tones of regressions on diaphragm DOF's recombine passes.
Change 3879198 by Rolando.Caloca
DR - vk - Support for real uniform buffers on Android platforms
Change 3879993 by Krzysztof.Narkowicz
-Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData
-Fixed FSerializationHistory bug, when trying to serialize 0 bytes
#jira UE-43203
Change 3881462 by Guillaume.Abadie
Implements full res DOF's setup pass for cheaper full res gathering in recombine pass.
Change 3881524 by Krzysztof.Narkowicz
Fixed compilation by removing FTickableEditorObject from FPreviewScene
Change 3881724 by Chris.Bunner
Static analysis fix.
#jira UE-54762
Change 3881861 by Rolando.Caloca
DR - vk - Fix layout warning when generating mip chain
Change 3881864 by Rolando.Caloca
DR - Use render passes on HZB
Change 3882236 by Yuriy.ODonnell
IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting.
#jira UE-42534
#github 3326
Change 3882325 by Guillaume.Abadie
Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability.
Change 3882340 by Rolando.Caloca
DR - vk - Fix api dump
Change 3882430 by Rolando.Caloca
DR - vk - KHR_maintenance2
Change 3882563 by Rolando.Caloca
DR - Add depth-stencil access mode to PSO initializer
Change 3882929 by Rolando.Caloca
DR - vk - Proper fix for maintenance extension macros
Change 3883087 by Mark.Satterthwaite
Allow disabling VSync in windowed mode for macOS 10.13.4+ and above.
Change 3883597 by Guillaume.Abadie
Collapses full and half res DOF setup passes together.
Change 3883702 by Guillaume.Abadie
Fixes mac's build.
Change 3884747 by Uriel.Doyon
Fix for static analysis warning
Change 3884975 by Rolando.Caloca
DR - vk - Move some platform defines to platform properties
Change 3884988 by Rolando.Caloca
DR - vk - Make an override per platform
Change 3885832 by Rolando.Caloca
DR - vk - Cosmetic change to group similar members
Change 3885891 by Rolando.Caloca
DR - vk - Some _RenderThread functions to avoid stalls
Change 3886044 by Rolando.Caloca
DR - Added RHI api _RenderThread version of
RHICreateTextureReference
RHICreateShaderLibrary
RHICreateRenderQuery
Change 3886560 by Guillaume.Abadie
Fixes strong aliasing on TAAU's fast shader permutation.
This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.
Change 3886749 by Guillaume.Abadie
Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation.
Only used in hybrid scattering for now.
Change 3886750 by Guillaume.Abadie
Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh.
Change 3886752 by Rolando.Caloca
DR - Fix metal static analysis
Change 3887460 by Uriel.Doyon
Fixed to more static analysis warning.
Change 3888201 by Rolando.Caloca
DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass
- Fixed bad layout on rendering back buffer
Change 3888209 by Rolando.Caloca
DR - vk - Unity compile fix
Change 3888254 by Rolando.Caloca
DR - vk - Fix async texture layout
Change 3888893 by Guillaume.Abadie
Simulates bokeh in DOF's slight out of focus.
Change 3889085 by Guillaume.Abadie
Fixes DOF's reduce pass sampling outside viewport.
Change 3889924 by Rolando.Caloca
DR - vk - Skip seemingly bad validation error
Change 3890573 by Daniel.Wright
Only initialize FDiaphragmDOFGlobalResource in Feature Level 5
Change 3890590 by Arne.Schober
DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.
#jira UE-55063
Change 3890638 by Arne.Schober
DR - Better fix for Paper2d which honors batching
#jira UE-55063
Change 3891099 by Krzysztof.Narkowicz
1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request
#jira UE-54985
#4485
Change 3891234 by Krzysztof.Narkowicz
Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request
#jira UE-55121
Change 3891407 by Rolando.Caloca
DR - vk - Set vendor id earlier
Change 3891417 by Rolando.Caloca
DR - vk - Missing layout transitions
Change 3891718 by Arne.Schober
DR - Do not recreate one Frame Resource for dynamic draws
#jira UE-55063
Change 3891925 by Yuriy.ODonnell
Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.
NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.
The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.
The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.
Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).
#jira UE-53065
Change 3891987 by Rolando.Caloca
DR - vk - Support for dedicated allocations
Change 3892339 by Jian.Ru
Fix a crash when tessellation shaders are used in dx12
#jira UE-55127
Change 3892528 by Rolando.Caloca
DR - vk - Update Linux headers
Change 3892867 by Rolando.Caloca
DR - vk - Don't create swapchain if not needed
Change 3893416 by Guillaume.Abadie
Implements bokeh simmulation on foreground and background gather.
Change 3893732 by Chris.Bunner
GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset.
#jira UE-53404
Change 3893868 by Guillaume.Abadie
Allocates diaphragm DOF's buffers and structered buffer only on supported platforms.
Change 3893917 by Chris.Bunner
Potential fix for CIS.
Change 3893933 by Chris.Bunner
Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now.
Change 3894218 by Rolando.Caloca
DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator
Change 3894579 by Arne.Schober
RT - Fix assert not in RenderingThread from Triangle Renderer.
#jira UE-55247
Change 3894724 by Rolando.Caloca
DR - vk - New API for batching barriers
Change 3894909 by Arne.Schober
DR - Fix crash in Speedtree wind where Renderdata is unavailable
#jira UE-54544
Change 3895414 by Rolando.Caloca
DR - Add a configurable threshold for SCWs time outs
Change 3896429 by Marcus.Wassmer
Allow variable frame-latency delay in FrameGrabber frames. For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU.
Change 3896495 by Marcus.Wassmer
Set pointer properly
Fix CIS
Change 3897253 by Guillaume.Abadie
Fixes CIS warning in diaphragm DOF
Change 3899179 by Guillaume.Abadie
Implements background hybrid scatter occlusion for diaphragm DOF.
Change 3903654 by Rolando.Caloca
DR - vk - Rework dump layer to allow other layers
Change 3903766 by Rolando.Caloca
DR - vk - More wrappers
Change 3904025 by Rolando.Caloca
DR - vk - More wrappers
Change 3904342 by Rolando.Caloca
DR - vk - Track image resources & callstacks
Change 3904346 by Rolando.Caloca
DR - vk - Copy fix from 4.19 for flickering grass
Change 3904510 by Rolando.Caloca
DR - vk - Compile fix
Change 3904914 by Daniel.Wright
[Integrate] Fixed PS4 transitions with forward shading
Change 3904916 by Daniel.Wright
[Integrate] Fixed PS4 transitions with occlusion queries
Change 3905975 by Rolando.Caloca
DR - vk - Missing wrappers
Change 3905977 by Rolando.Caloca
DR - vk - Missed file
Change 3907829 by Rolando.Caloca
DR - Move depth bounds to the PSO
Change 3907832 by Rolando.Caloca
DR - vk - Prep for delaying transitions
Change 3907834 by Rolando.Caloca
DR - vk - Fix for depth stencil issues/validation errors
Change 3907967 by Rolando.Caloca
DR - vk - Linux compile
Change 3908093 by Rolando.Caloca
DR - vk - Fix depthstencil layout on descriptors
Change 3908393 by Rolando.Caloca
DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series
Change 3908401 by Rolando.Caloca
DR - Do transitions outside render pass
Change 3908422 by Rolando.Caloca
DR - vk - Fix transition state not getting stored
Change 3908735 by Guillaume.Abadie
Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV.
#jira UE-55317
Change 3908736 by Guillaume.Abadie
Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU.
#jira UE-55019
Change 3908753 by Guillaume.Abadie
Lets the renderer layout the views in the internal render targets like it prefers.
Change 3909119 by Daniel.Wright
Fix some static analysis warnings
Change 3911943 by Rolando.Caloca
DR - vk - Fix for packaging Vulkan projects
Change 3912145 by Rolando.Caloca
DR - vk - Fix layout on streaming textures
Change 3913029 by Rolando.Caloca
DR - Fix missing transition
Change 3913048 by Rolando.Caloca
DR - Fix for hlslcc
Change 3913054 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3913171 by Rolando.Caloca
DR - vk - Fix for decal missing transition
Change 3913211 by Rolando.Caloca
DR - vk - Add debug name to image tracking
Change 3913449 by Rolando.Caloca
DR - vk - Restore transition
Change 3913466 by Rolando.Caloca
DR - Fix Vulkan EngineTest
Change 3913537 by Rolando.Caloca
DR - vk - Fixes independent samplers & textures (contributed by AMD)
Change 3913548 by Rolando.Caloca
DR - vk - Warning fix
Change 3913691 by Rolando.Caloca
DR - vk - Fixes for parallel (wip)
Change 3914656 by Rolando.Caloca
DR - vk - Fix bug when using separate samplerstates and textures
Change 3914730 by Rolando.Caloca
DR - vk - Bump version
Change 3914764 by Rolando.Caloca
DR - vk - Don't crash on exit
Change 3915532 by Rolando.Caloca
DR - vk - Parallel context fixes
Change 3915589 by Rolando.Caloca
DR - vk - Hoist and rename transition and layout manager class out of the context
Change 3915592 by Rolando.Caloca
DR - Fix gpu marker name
Change 3917607 by Rolando.Caloca
DR - vk - Fix depth bounds on Vulkan
Change 3917609 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3917616 by Rolando.Caloca
DR - Fix D3D11 initialization
Change 3920569 by Rolando.Caloca
DR - vk - Prep for layout mgr refactor
Change 3921023 by Rolando.Caloca
DR - vk - Dump layer fixes
Change 3921623 by Rolando.Caloca
DR - vk - Prep refactor for layouts
- Dump now shows marker tree
Change 3922007 by Rolando.Caloca
DR - vk - Fix extra allocation per draw call
Change 3922442 by Rolando.Caloca
DR - vk - Detect potential issues
Change 3922470 by Rolando.Caloca
DR - vk - Minor optimization
Change 3922482 by Rolando.Caloca
DR - vk - More minor optimizations
Change 3923158 by Rolando.Caloca
DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan
Change 3923486 by Rolando.Caloca
DR - vk - Minor cpu optimizations
Change 3923505 by Rolando.Caloca
DR - vk - Use bigger allocations for uniform buffers
Change 3923516 by Rolando.Caloca
DR - vk - Android compile fix
Change 3923557 by Rolando.Caloca
DR - vk - Cache descriptorset layouts, refactor duplicated code
Change 3923851 by Rolando.Caloca
DR - vk - Linux compile fix
Change 3924153 by Rolando.Caloca
DR - vk - Support for dynamic UBs
Change 3924193 by Rolando.Caloca
DR - vk - Remove old per pso descriptor pools
Change 3924197 by Rolando.Caloca
DR - vk - Remove unused global uniform buffer pool
Change 3924220 by Rolando.Caloca
DR - vk - Wrap some unused classes in their define
Change 3924234 by Rolando.Caloca
DR - vk - Show ring buffer wrapping messages
Change 3924243 by Rolando.Caloca
DR - vk - Fix bad dynamic buffer
Change 3924902 by Rolando.Caloca
DR - vk - Fix crash running infiltrator
Change 3925209 by Rolando.Caloca
DR - vk - Fix bug with dynamic buffers
- Remove old defines
Change 3925300 by Rolando.Caloca
DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs)
Change 3925627 by Rolando.Caloca
DR - vk - Move DynamicOffsets into the pipeline state
Change 3925834 by Rolando.Caloca
DR - vk - Cache per stage information
Change 3925835 by Daniel.Wright
Fixed DisplayName for UParticleModuleCollisionGPU
Change 3925897 by Rolando.Caloca
DR - vk - Split update descriptors loop
Change 3926488 by Rolando.Caloca
DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile
Change 3928168 by Guillaume.Abadie
Cherry-pick 3917219: Implements r.DOF.RecombineQuality
Change 3928173 by Guillaume.Abadie
Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled.
Change 3928216 by Rolando.Caloca
DR - vk - Fix Android
- Fix static analysis
Change 3929119 by Rolando.Caloca
DR - vk - Rename some classes for clarity
- Fix read-only cvar
Change 3929151 by Rolando.Caloca
DR - vk - Rename class
Change 3930046 by Rolando.Caloca
DR - Temp fix Vulkan flickering grass
Change 3930148 by Rolando.Caloca
DR - vk - Only update dirty descriptors
- Use dynamic descriptors for packed global uniform buffers
Change 3930998 by Guillaume.Abadie
Packs shader permutation in different XGE submissions.
Change 3931079 by Rolando.Caloca
DR - vk - Fixes for Android and non-real ubs platforms
Change 3931942 by Krzysztof.Narkowicz
Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones
#jira none
Change 3932819 by Daniel.Wright
[Integrate] Scene Textures uniform buffer
* Base Pass Uniform Buffer now contains a Scene Textures uniform buffer. Previously the translucent base pass had to check ~40 loose scene texture parameters every draw.
* FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer. For most passes this is just FSceneTextureUniformParameters.
* FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created.
* Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them
* Separate Mobile Scene Textures uniform buffer to silo the platform complexities
Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters
Removed per-frame material uniform expressions. GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision.
* Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp.
Moved forward shading data into the Base Pass Uniform Buffer
Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw
Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw
Fixed padding in nested uniform buffer structs
Skip SRV members on Feature Level SM4 and below
Change 3932964 by Rolando.Caloca
DR - vk - Renderdoc on Android
Change 3933095 by Daniel.Wright
Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer.
* Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface. These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it.
* Opaque materials can no longer use EyeAdaptation.
Change 3933096 by Daniel.Wright
Better d3d11 assert message when a uniform buffer was not set by the renderer
Change 3933176 by Rolando.Caloca
DR - vk - Prefer mailbox if available
Change 3933271 by Ryan.Vance
#jira UE-55936
Fixed missing referenced uniform bindings on AR pass-through camera shaders.
Change 3934000 by Guillaume.Abadie
Fixes Win32 build in ShaderCompilerXGE.cpp
Change 3934299 by Guillaume.Abadie
Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground.
Change 3934699 by Daniel.Wright
Added bAffectDistanceFieldLighting to landscape
Change 3935190 by Daniel.Wright
Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing
Change 3935606 by Daniel.Wright
Removed LightmapPolicy::Set which was needed for vertex lightmaps
Renamed FVertexFactory::Set to SetStreams to make it findable
Change 3936510 by Rolando.Caloca
DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders
Change 3936545 by Richard.Wallis
Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/
Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture.
Change 3938061 by Daniel.Wright
Vulkan: Added support for SRV's in Uniform Buffers
Change 3938123 by Daniel.Wright
Vulkan: Slightly better assert for null resources in uniform buffer
Change 3939197 by Rolando.Caloca
DR - vk - Disable custom memory mgmt
Change 3939677 by Rolando.Caloca
DR - vk - Fix static analysis warning
Change 3939809 by Rolando.Caloca
DR - vk - Fixes for async compute
Change 3939875 by Rolando.Caloca
DR - vk - Support for -vktrace
Change 3939977 by Rolando.Caloca
DR - vk - Skip a condition during gather UBs
- Set up efficient compute async var
- Fix validation cmd line
Change 3939982 by Rolando.Caloca
DR - vk - Revert mipchain
Change 3939984 by Rolando.Caloca
DR - vk - Remove unnecessary asserts
Change 3940082 by Rolando.Caloca
DR - vk - Custom mem mgr
Change 3940475 by Rolando.Caloca
DR - vk - Fix DFAO (indirect draw offset)
Change 3940555 by Rolando.Caloca
DR - vk - Minor fixes
Change 3940675 by Rolando.Caloca
DR - vk - Fix indirect type mismatch
Change 3941111 by Rolando.Caloca
DR - Renderpass bGeneratingMips
Change 3941847 by Daniel.Wright
Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before
Change 3941978 by Rolando.Caloca
DR - vk - Minor fixes for presenting on compute queue
Change 3942074 by Rolando.Caloca
DR - vk - Remove some RHI stalls
- Fixed swap chain stat
Change 3943946 by Daniel.Wright
Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles.
Change 3944065 by Daniel.Wright
Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering
Change 3944158 by Daniel.Wright
Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen
Change 3944865 by Rolando.Caloca
DR - vk - Prep for render passes
Change 3945196 by Rolando.Caloca
DR - Move render pass validate to cpp
Change 3945202 by Rolando.Caloca
DR - vk - Some fixes for using real render passes
Change 3945357 by Rolando.Caloca
DR - Fix bad condition
Change 3946295 by Yuriy.ODonnell
Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction().
This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593
Change 3946407 by Rolando.Caloca
DR - vk - Prep for refactor
Change 3946648 by Rolando.Caloca
DR - vk - Fixes for async compute (wip)
Change 3947299 by Rolando.Caloca
DR - vk - FIx static analysis
Change 3948434 by Rolando.Caloca
DR - vk - Fix exiting with parallel
Change 3948928 by Rolando.Caloca
DR - vk - Fix enabling draw markers for tools
Change 3949021 by Rolando.Caloca
DR - vk - Buffer tracking layer
Change 3949602 by Rolando.Caloca
DR - vk - static analysis fix
Change 3949757 by Rolando.Caloca
DR - vk - Remove bogus parameter
Change 3949810 by Rolando.Caloca
DR - vk - Move waits for cmd buffer
Change 3950270 by Guillaume.Abadie
Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground.
Change 3950272 by Rolando.Caloca
DR - vk - Minor refactor for semaphores
Change 3950279 by Guillaume.Abadie
Oups... fixes build
Change 3950298 by Rolando.Caloca
DR - vk - Gather wait semaphores in the cmd buffers
Change 3950371 by Rolando.Caloca
DR - vk - fixes for async compute
Change 3950597 by Rolando.Caloca
DR - vk - Fix for clip distance (fixes planar reflections)
Change 3951075 by Rolando.Caloca
DR - vk - Fix for async compute
Change 3952524 by Guillaume.Abadie
Some DOF enum refactoring.
Change 3955016 by Daniel.Wright
Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package
Change 3955668 by Guillaume.Abadie
Fixes a bug where full res coc buffer was computed even if not doing slight out of focus.
Change 3956722 by Guillaume.Abadie
Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent.
Change 3959212 by Guillaume.Abadie
Prefixes all DOF's shaders files with DOF keyword.
Change 3959705 by Guillaume.Abadie
Optimises the DOF setup pass outputing half res and full res with LDS downsample.
Change 3959941 by Guillaume.Abadie
Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes.
Change 3962273 by Rolando.Caloca
DR - Fix typos
#jira UE-56317
PR #4586
Change 3962615 by Rolando.Caloca
DR - vk - Compile fix
Change 3962949 by Rolando.Caloca
DR - Fix DOFDownsample extension
Change 3962993 by Guillaume.Abadie
Back out changelist 3962949
Change 3963016 by Guillaume.Abadie
Adds missing DOFDownsample.usf
Change 3963041 by Rolando.Caloca
DR - vk - Misc changes to help integrate
Change 3964293 by Guillaume.Abadie
Fixes DOF's setup pass reading outside of the viewport.
Change 3964475 by Guillaume.Abadie
Collapses DOF's hybrid scatter compilation passes into reduce passes.
Change 3964883 by Daniel.Wright
Fixed 3d texture in uniform buffer on unsupporting RHI
Change 3964897 by Rolando.Caloca
DR - Compile fixes
Change 3964914 by Guillaume.Abadie
Fixes a bug on r.DOF.RecombineQuality=0
Change 3965153 by Guillaume.Abadie
Fixes compile warning in D3D12Commands.cpp.
Change 3965814 by Rolando.Caloca
DR - Prep for integration conflict resolve
Change 3965899 by Rolando.Caloca
DR - Fix odd linkage issue
Change 3966072 by Rolando.Caloca
DR - More prep for merge
Change 3966163 by Rolando.Caloca
DR - Merge prep
Change 3966844 by Guillaume.Abadie
Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can.
Change 3967116 by Rolando.Caloca
DR - Compile fixes for integration
Change 3967273 by Rolando.Caloca
DR - Use same path for mip generation
Change 3967277 by Rolando.Caloca
DR - vk - Fix mips on cubemaps
Change 3967693 by Rolando.Caloca
DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders
Change 3967851 by Rolando.Caloca
DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2
Change 3968083 by Rolando.Caloca
DR - Integration compile fixes
Change 3968240 by Rolando.Caloca
DR - Shader compile fixes for integration
Change 3968270 by Rolando.Caloca
DR - Fix for missing hash calculation
Change 3969426 by Rolando.Caloca
DR - vk - Fix warning
Change 3969869 by Krzysztof.Narkowicz
Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel.
#jira none
Change 3969944 by Rolando.Caloca
DR - Warning fix
Change 3970020 by Rolando.Caloca
DR - Bump after integration
Change 3970052 by Rolando.Caloca
DR - Fix for mobile
Change 3970236 by Daniel.Wright
Causing decal shader to recompile to fix a merge bug
Change 3970270 by Daniel.Wright
Bump shader version from merge
Change 3970339 by Olaf.Piesche
Replace series of locks/unlocks with a single one for curve injection
#tests QAGame
Change 3970390 by Rolando.Caloca
DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters
- Remove duplicate method for occlusion queries
Change 3970523 by Rolando.Caloca
DR - Fix serialization of shaders
Change 3970533 by Arne.Schober
DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between.
#jira UE-56322
Change 3971160 by Guillaume.Abadie
Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU.
Change 3971516 by Guillaume.Abadie
Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.
#jira UE-55353
Change 3971594 by Krzysztof.Narkowicz
Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel.
#jira UE-56321
Change 3971622 by Krzysztof.Narkowicz
Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that.
#jira UE-56171
Change 3974788 by Rolando.Caloca
DR - Remove GSupportsGenerateMips
Change 3974789 by Rolando.Caloca
DR - Remove bogus function
Change 3974986 by Rolando.Caloca
DR - vk - Tracking fixes
Change 3974989 by Rolando.Caloca
DR - vk - Don't submit dummy barriers
Change 3975075 by Olaf.Piesche
Update for particle curve injection improvement, fixing ES2 problems
#tests QAGame tm-shadermodels, various color curve tests in-editor
Change 3975957 by Uriel.Doyon
Fixed invalid max texture resolution when using the bake material tools.
Change 3978471 by Daniel.Wright
New cvar r.SkylightUpdateEveryFrame
Change 3978779 by Rolando.Caloca
DR - Accessor for texture sizes
Change 3978797 by Rolando.Caloca
DR - Clean up RHI CopyTexture API
Change 3978832 by Rolando.Caloca
DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset
Change 3978836 by Rolando.Caloca
DR - vk - Remove generate mips
Change 3979201 by Rolando.Caloca
DR - vk - RHI CopyTexture. Uses general layout for generating mips
Change 3979204 by Rolando.Caloca
DR - Use render passes and CopyTexture to generate mips
Change 3979592 by Rolando.Caloca
DR - Warning fix
Change 3980855 by Krzysztof.Narkowicz
Optimize bounding sphere radius after non-uniform scale by using bounding box extent.
#jira UE-56227
Change 3981065 by Rolando.Caloca
DR - vk - Fix bad layout
#jira UE-56238
Change 3981346 by Rolando.Caloca
DR - Copy from 3707257
Support for not flushing compute jobs (r.D3D11.UAVFlushNV)
Change 3981347 by Rolando.Caloca
DR - Copy from 3707257
Don't flush between morph dispatched
Change 3981932 by Mark.Satterthwaite
Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on.
Change 3982442 by Rolando.Caloca
DR - Fix warning
Change 3982652 by Rolando.Caloca
DR - vk - Signal semaphore cleanup
Change 3983917 by Richard.Wallis
Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt:
Fix for black flickering on first paint with weighted material landscape on Mac. When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations.
Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action. Updated to include the other async functions.
Change 3984409 by Guillaume.Abadie
Attempts to make static analysis happy again.
Change 3984435 by Nick.Bullard
Checking in Performance Test level provided to us by Tor Frick based on UE-44841.
This has been utilized for checking issues against Aftermath performance impact.
The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode
Change 3985087 by Mark.Satterthwaite
Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo.
Change 3985201 by Rolando.Caloca
DR - Fix bad CopyTexture
Change 3985258 by Mark.Satterthwaite
Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990.
#jira UE-55756
Change 3986449 by Rolando.Caloca
DR - vk - Update & consolidate Vulkan headers to 1.1.70.1
Consolidate SDK into one
Change 3986571 by Guillaume.Abadie
Makes PVS-Studio happy again in DOF.
Change 3987039 by Yuriy.ODonnell
Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms.
Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory.
Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing).
`r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical.
`TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup.
Change 3987074 by Yuriy.ODonnell
Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts.
Change 3987160 by Yuriy.ODonnell
Added thread naming and ordering to the tracing profiler output
Change 3987331 by Mark.Satterthwaite
Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees.
#jira UE-46604
Change 3987754 by Mark.Satterthwaite
Fix MetalRHI memory reporting in non-default path.
PR #4568
Change 3988184 by Arciel.Rekman
Linux: Fix editor OpenGL performance (UE-55960).
- GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor.
- We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits.
- This change adds dynamically-managed per-thread cache for non-monolithic builds.
#jira UE-55960
Change 3988394 by Rolando.Caloca
DR - vk - Improve memory mgmt
- Use 256MB pages for Device heap (or 1/8th if less).
- Remove texture allocations not going through resource manager
Change 3988405 by Marcin.Undak
Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman
Change 3988567 by Rolando.Caloca
DR - vk - Support for packed global UBs on pci aperture heap
Change 3988668 by Rolando.Caloca
DR - vk - Remove old comments
Change 3988956 by Marcin.Undak
RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman
Change 3989161 by Yuriy.ODonnell
Static analysis error fix
Change 3989196 by Guillaume.Abadie
Fixes a crash in light shaft's TAA pass.
#jira UE-57366
Change 3989207 by Yuriy.ODonnell
Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact.
Change 3989469 by Rolando.Caloca
DR - vk - Fix for bad index; fix for bad transition
Change 3989772 by Yuriy.ODonnell
Implemented timestamp calibration on Vulkan
Change 3990040 by Marcus.Wassmer
Aftermath enabled by default.
Removed unnecessary warning for other vendors
Change 3990064 by Mark.Satterthwaite
Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid.
Change 3990080 by Mark.Satterthwaite
Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer.
Change 3990084 by Mark.Satterthwaite
Get MetalStatistics compiling again.
Change 3990381 by Arciel.Rekman
Bring back D3D12 in RecordPerformance.
Change 3991113 by Rolando.Caloca
DR - Fix crash on RHI thread on mobile preview
- Check RHI objects are not null in the PSO initializer
Change 3991191 by Ryan.Vance
#jira UE-55952
Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up.
Change 3991343 by Rolando.Caloca
DR - Copy from 3911492
UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform.
Change 3991375 by Mark.Satterthwaite
Proper copyright assignment in the mtlpp debugger header.
Change 3993151 by Daniel.Wright
Fix RTDF resource transition found by Rolando
Change 3993818 by Rolando.Caloca
DR - Missed file
Change 3993923 by Krzysztof.Narkowicz
Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread().
FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left:
1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates.
2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr.
3. This resulted in a StaticMeshComponent with stale RenderData pointer.
#jira UE-54544
Change 3994033 by Rolando.Caloca
DR - vk - Reworked layers & extensions, as we were not doing it properly
- Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore
Change 3994275 by Mark.Satterthwaite
Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI.
#jira UE-57507
Change 3994365 by Mark.Satterthwaite
Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled.
#jira UE-57513
Change 3994382 by Rolando.Caloca
DR - vk - Some missing locks during image tracking
Change 3994422 by Rolando.Caloca
DR - vk - Remove bogus shader format
Change 3995530 by Rolando.Caloca
DR - vk - Fix for crash when validation is enabled
Change 3995531 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3995532 by Rolando.Caloca
DR - vk - Added support for r.Vulkan.SaveValidationCache
Change 3995610 by Uriel.Doyon
Texture Streaming Changes and Fixes:
- Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost").
- Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests)
- Dynamic components do not need to register to the streaming manager anymore.
- Optimized dynamic component management by removing duplicate entries in the update list.
- Added a pregarbage collect pass to the dynamic component management to optimize GC handling.
- Added a budget reset logic whenever the scene requirements change significantly.
- PIE worlds now have correct visibility information.
- Fixed possible invalid memory access when processing the streaming manager slave views.
- Refactored the incremental level texture data build to prevent new components from being unhandled.
- Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached()
- Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated.
#jira none
Change 3995908 by Arciel.Rekman
Fix compile errors when using new Vulkan queries.
Change 3995990 by Arciel.Rekman
More compile fixes to new Vulkan queries.
- MSVC did not catch this, clang did.
Change 3996101 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3996323 by Mark.Satterthwaite
Use the right include path to export the mtlpp headers.
#jira UE-57507
Change 3996392 by Arciel.Rekman
Vulkan: fix crash on start when using new queries.
- CommandBufferManager was not yet set at that point and the code in queries relied on it.
Change 3996585 by Rolando.Caloca
DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct.
Change 3998806 by Arciel.Rekman
Fix Linux build (UE-57602).
#jira UE-57602
Change 3998866 by Arciel.Rekman
SubwaySequencer: fix old shader platform name.
Change 3998947 by Mark.Satterthwaite
Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum.
#jira UE-57577
Change 3998951 by Mark.Satterthwaite
Fix last of the deprecation errors that I am aware of for macOS 10.12.
#jira UE-57581
Change 3998984 by Mark.Satterthwaite
Build mtlpp for iOS 9.0 not 9.3.
#jira UE-57586
Change 3999065 by Rolando.Caloca
DR - vk - Make sure we use version 1.0.0
#jira UE-57521
Change 3999071 by Arne.Schober
DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM.
#jira UE-55433, UE-57361
Change 3999494 by Rolando.Caloca
DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug
- Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled
Change 4000197 by Krzysztof.Narkowicz
Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data).
#jira UE-54935
Change 4000305 by Yuriy.ODonnell
Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath
Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24).
#jira UE-57579
Change 4000853 by Arciel.Rekman
Linux: fix not calling CrashReportClient (UE-57678).
#jira UE-57678
Change 4001504 by Rolando.Caloca
DR - vk - Fix transition
Change 4002460 by Krzysztof.Narkowicz
Toggle for contant shadow length in word space
Exposed contact shadows to Blueprints
#jira none
Change 4002608 by Rolando.Caloca
DR - vk - Fix static analysis
- Fix potential debug image tracking crash
- Comment out unused methods
Change 4002615 by Rolando.Caloca
DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini)
Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set.
PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set.
Change 4002640 by Rolando.Caloca
DR - vk - Missing support for CVarDefaultBackBufferPixelFormat
Change 4002919 by Guillaume.Abadie
Implements DOF's temporal upsampling pass for better dynamic resolution stability.
Change 4002984 by Guillaume.Abadie
Integrates Sebastian Aaltonen's ALU optimisations for TAAU.
Change 4003112 by Olaf.Piesche
Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches.
#tests QAGame PerformanceTest and RenderTest map with various stats on and off
Change 4003159 by Mark.Satterthwaite
Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released.
#jira UE-57538
Change 4003287 by zachary.wilson
Adding reflection capture content to TM-LightingScenarios
Change 4003395 by Arne.Schober
DR - Fix unitzialised value when clicking Go To in the editor
#jira UE-57048
Change 4003425 by Rolando.Caloca
DR - vk - Fix for new occlusion queries
Change 4003530 by Arne.Schober
DR - Disable GPU Benchmark in headless configurations
#jira UE-57673
Change 4003717 by Rolando.Caloca
DR - vk - Fix for depth not store, stencil store
Change 4003719 by Rolando.Caloca
DR - Minor switch to render pass
Change 4003720 by Mark.Satterthwaite
Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD.
Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU.
#jira UE-57659
Change 4003854 by Mark.Satterthwaite
Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically.
#jira UE-57576
Change 4004709 by Rolando.Caloca
DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers
Change 4005149 by Guillaume.Abadie
Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass.
Change 4005284 by Uriel.Doyon
Resaved volume texture assets with proper engine version.
#jira UE-57534
Change 4005286 by Guillaume.Abadie
Reduces constant setup in DOF's gather pass.
Change 4005359 by Rolando.Caloca
DR - vk - Fix annoying warning
Change 4005363 by Rolando.Caloca
DR - Fix android not finding vulkan shaders
Change 4005457 by Rolando.Caloca
DR - vk - Fix swapchain crash
Change 4005473 by Patrick.Kelly
UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level
Codde by Daniel
Tested by Patrick
Change 4005474 by Rolando.Caloca
DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB
Change 4005759 by Krzysztof.Narkowicz
Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode.
#jira UE-57743
Change 4005774 by Mark.Satterthwaite
Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like.
#jira UE-57750
Change 4005974 by Mark.Satterthwaite
Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come.
#jira UE-57083
Change 4006056 by Mark.Satterthwaite
Remove the use of the PrimitiveType argument from Metal draw calls.
#jira UE-57822
Change 4006139 by Mark.Satterthwaite
- Move the render-pass functions into the MetalRHI implementation for later alteration.
- Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation.
Change 4006215 by Mark.Satterthwaite
Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation.
Change 4006394 by Mark.Satterthwaite
In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal.
#jira UE-57551
Change 4006493 by Mark.Satterthwaite
MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can.
Change 4006495 by Daniel.Wright
Integrate from Refactor branch
* New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial. Needed when falling back to default material, so that proxy and material resource match.
* Local vertex factory uniform buffer
Change 4006851 by Brian.Karis
Fix for joined charts forming an L to inflate both axii.
Thanks to Jess Kube of The Coalition.
Change 4006852 by Brian.Karis
Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures
Change 4006918 by Brian.Karis
New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection.
Not yet used by checked in code. WIP optimization.
Change 4007246 by Guillaume.Abadie
Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator.
Change 4007291 by Guillaume.Abadie
Exposes more DOF scalability settings.
Change 4007328 by Guillaume.Abadie
Optimises DOF's half res only setup pass using gather4
Change 4007627 by Richard.Wallis
Fix for when Magic Mouse cannot zoom in World Composition editor. Missing default SNodePanel::OnMouseMove behaviour. Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse.
#jira UE-57030
Change 4007682 by Richard.Wallis
No video when playing HLS streaming video on Mac. 2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams. Now cache relevant details and handle zero frame rate.
Notes:
- Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment.
- Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size.
- Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point.
#jira UE-56734
Change 4007731 by Rolando.Caloca
DR - Disable byte buffers on non-hlsl based platforms
#jira UE-57851
Change 4007741 by Rolando.Caloca
DR - Disable byte buffers on hlslcc platforms
Change 4007782 by Mark.Satterthwaite
Force Metal shaders, including the stdlib, to recompile.
Change 4007918 by Rolando.Caloca
DR - vk - Some static asserts
Change 4008404 by Arciel.Rekman
Do not crash on incompatible Vulkan drivers (UE-57521).
#jira UE-57521
Change 4008442 by Daniel.Wright
Better comments on ERHIFeatureLevel expectations
Change 4008494 by Arne.Schober
DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor.
#jira UE-57754
Change 4008730 by Mark.Satterthwaite
After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer.
#jira UE-57870
Change 4008949 by Brian.Karis
Fix compile warning
Change 4008951 by Brian.Karis
Added LTC LUT textures
Change 4009326 by Guillaume.Abadie
Compiles out DOF's gathering bokeh simulation on platform other than desktop.
Change 4009380 by Krzysztof.Narkowicz
Moved area light code before the contact shadows, so contact shadows use representative light's direction.
Merged all contact shadows shader code.
Contact shadows keep constant screen space length independent of FoV settings.
Contact shadows for translucents.
Contact shadows for eye.
Change 4009555 by Guillaume.Abadie
Splits DOFCocTile.usf in two.
Change 4009999 by Yuriy.ODonnell
MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument.
Previously it was necessary to modify MallocaStomp.h and re-compile the engine.
Currently supported platforms: Win64, Mac, Linux.
Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize.
Change 4010288 by Rolando.Caloca
DR - vk - Fix for vertex streams
Change 4010289 by Krzysztof.Narkowicz
D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling.
#jira UE-57510
Change 4010297 by Rolando.Caloca
DR - vk - Remove some functions for android
Change 4010315 by Rolando.Caloca
DR - vk - Remove create info macro
Change 4010451 by Rolando.Caloca
DR - vk - Reuse samplers
- Infiltrator goes from 5759 to 24 samplers!
Change 4010627 by Rolando.Caloca
DR - vk - Fix missing values for tracking swapchain validation
Change 4011924 by Guillaume.Abadie
Implements tile based early return optimisation on DOF's postfiltering method.
Change 4011941 by Guillaume.Abadie
Shaves some ALU in DOF's accumulator for LowQuality permutation.
Change 4012093 by Yuriy.ODonnell
Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access.
Change 4012195 by Rolando.Caloca
DR - vk - Fix for mobile backbuffer layout
Change 4012202 by Rolando.Caloca
DR - vk - Don't use staging buffers on UMA
Change 4012467 by Rolando.Caloca
DR - Remove redundant check
Change 4012486 by Rolando.Caloca
DR - Fix missing transition
Change 4012518 by Guillaume.Abadie
Implements fast shader permutation for DOF's TAA pass.
Change 4013084 by Arciel.Rekman
Fix for Linux clock discrepancy.
- Causing at least one precision issue, possibly more.
(Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...)
Change 4013266 by Uriel.Doyon
Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the SceneContext.
Change 4013626 by Uriel.Doyon
Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it.
#jira UE-51672
Change 4013805 by Rolando.Caloca
DR - Fix more missing transitions
Change 4014128 by Arne.Schober
DR - Do not create LocalVFUniformBuffer when running without MVF
#jira UE-57929
Change 4014193 by Uriel.Doyon
Editing component transforms now invalidate the component's lighting cache.
#jira UE-48134
Change 4014282 by Rolando.Caloca
DR - vk - Remove extra validation during dump
Change 4014584 by Uriel.Doyon
Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass.
#jira UE-49064
Change 4014604 by Uriel.Doyon
UStaticMesh postduplicate now only generates a new GUID if !bDuplicateForPIE.
Change 4015460 by Guillaume.Abadie
Composes separate translucency within DOF's recombine pass.
Change 4015571 by Guillaume.Abadie
Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing.
Change 4015984 by Krzysztof.Narkowicz
Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area.
#jira UE-58000
Change 4016056 by Mark.Satterthwaite
Fix Mac Metal shader compilation of texture cube arrays.
Change 4016062 by Richard.Wallis
Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word. Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound.
#jira UE-46999
Change 4016109 by Mark.Satterthwaite
One unified Metal buffer implementation - will make further changes a heck of a lot easier.
Change 4016221 by Patrick.Kelly
UE-57617: Ensure changing viewmode to ShaderComplexity while in -game
Change 4016238 by Guillaume.Abadie
Makes clang happy again in Tonemapper.
Change 4016309 by Mark.Satterthwaite
More *_RenderThread implementations for MetalRHI.
Change 4016414 by Mark.Satterthwaite
And MetalRHI version of CreateStructuredBuffer_RenderThread...
Change 4016498 by Mark.Satterthwaite
Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout.
#jira UE-57930
Change 4017394 by Juan.Canada
OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss.
#jira UE-57691
Change 4017522 by Rolando.Caloca
DR - vk - Remove unused code path (old mip generation detection)
Change 4017539 by Rolando.Caloca
DR - vk - Fix for sky lighting mips showing green on AMD
Change 4017542 by Arciel.Rekman
Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build).
- Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own.
Change 4017827 by Guillaume.Abadie
Optimises DOF's scattering cost by a third.
Change 4017835 by Rolando.Caloca
DR - Only allow a render pass to generate mips for one color render target
Change 4017889 by Mark.Satterthwaite
Cache all the Metal state objects to avoid hitting the API unnecessarily.
Change 4018251 by Mark.Satterthwaite
Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(.
MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term.
Change 4018514 by Guillaume.Abadie
Implements r.DOF.Scatter.MinCocRadius.
Change 4018553 by Guillaume.Abadie
Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering
Change 4020369 by Yuriy.ODonnell
Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro)
Previously was only disabled for PVS-Studio.
Change 4020620 by Arciel.Rekman
Fix XboxOne CIS (fallout of appCountTrailingZeros move).
Change 4020949 by Guillaume.Abadie
Configures DOF in scalability settings.
Change 4021593 by Rolando.Caloca
DR - vk - Support for Aftermath style api on AMD
Change 4021740 by Rolando.Caloca
DR - vk - Change log output
Change 4022008 by Uriel.Doyon
Fixed renderthread stalls when streaming texture mips on low end systems.
Change 4022135 by Rolando.Caloca
DR - vk - Fix last mip's layout during mip chain creation
Change 4022607 by Jian.Ru
Speculative fix for a bug where an invalid vertex buffer is deferenced
#jira UE-56229
Change 4022890 by Rolando.Caloca
DR - Fix reference count not getting released
Change 4023540 by Mark.Satterthwaite
Avoid some pointless retain/release calls on Metal Encoders.
Change 4023796 by Marcus.Wassmer
Tell users they are over the maximum size when allocating very large rendertargets.
Change 4025337 by Yuriy.ODonnell
Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows.
MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part.
Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used.
Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated.
This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation.
This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table.
Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time.
Running Infiltrator demo consumes ~700MB of virtual address space per second.
Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior,
which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible.
Change 4026047 by Rolando.Caloca
DR - Fix test/shipping
#jira UE-58148
Change 4026150 by Krzysztof.Narkowicz
Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons.
#jira UE-57992
Change 4026226 by Rolando.Caloca
DR - Fix static analysis
#jira UE-58150
Change 4026354 by Jian.Ru
Debug check trying to catch a crash. Only enabled in editor build
#jira UE-50111
Change 4026655 by Rolando.Caloca
DR - Fix for static analysis
#jira UE-58149
Change 4026763 by Rolando.Caloca
DR - Remove references to defunct CCT to avoid confusing licensees
Change 4027167 by Uriel.Doyon
Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter.
#jira UE-56509
Change 4027850 by Jian.Ru
Prevent log spam
#jira UE-50111
Change 4029546 by Rolando.Caloca
DR - Compile fixes
Change 4029624 by Yuriy.ODonnell
Addressed static analysis errors in MallocStomp
- VirtualAlloc return value is now explicitly checked.
- C6250 is suppressed, as VirtualFree does not release address space by design.
Change 4030225 by Yuriy.ODonnell
Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB
The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers.
If a module includes TBB and then Windows platform headers, static analyzer will report this warning.
Suppressing it would require wrapping all instances of Windows header includes in third-party macros.
Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix.
Change 4030440 by Rolando.Caloca
DR - Fix crash on mobile
#jira UE-58222
Change 4030570 by Daniel.Wright
Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders
Change 4030618 by Arne.Schober
DR - missing tangent/normal sign conversion after integration from main
#jira UE-58224
Change 4031588 by Rolando.Caloca
DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD
Change 4032145 by Mark.Satterthwaite
Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features.
#jira UE-58268
Change 4032209 by Rolando.Caloca
DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore
Change 4033178 by Guillaume.Abadie
Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test.
#jira UE-58151
Change 4034489 by Daniel.Wright
Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change. This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated. A component should not modify its asset during PostEditUndo.
* This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration).
Change 4035157 by Uriel.Doyon
Fixed deadlock in the streaming code when running with -onethread.
#jira UE-58299
Change 4035198 by Rolando.Caloca
DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK).
#jira UE-58267
Change 4035730 by Arne.Schober
DR - Fix missing Fog parameters during LightScattering Injection
#jira UE-57608
Change 4035843 by Daniel.Wright
Reimplemented support for EyeAdaptation node in opaque materials
Change 4036837 by Marcus.Wassmer
Replace some of the screenshots to match new un-tonemapped buffer visualization
Change 4036980 by Rolando.Caloca
DR - vk - Fix deadlock contention during mem allocation on Linux
Change 4037225 by Guillaume.Abadie
Fixes jittering selection outline.
#jira UE-58350
Change 4038056 by Marcus.Wassmer
roll back changelist 4026150. breaks a bunch of automated tests by cutting off half the image.
Change can go back in later with that part fixed also
Change 4038296 by Jian.Ru
Static analysis fix
#jira UE-58377
Change 4038402 by Ben.Marsh
Suppress IncludeTool warnings caused by CL 3998947.
Change 4038514 by Arne.Schober
DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0.
#jira UE-57652
Change 4038747 by Marcus.Wassmer
Back out changelist 3853645, causing us to lose shadows in the shaderhair test
Change 4040138 by Rolando.Caloca
DR - Fix compile warning
Change 4041614 by Rolando.Caloca
DR - vk - Fix for Oculus module
#jira UE-58267
Change 3810277 by Daniel.Wright
Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle. Costs .2ms on PS4.
The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4.
Change 3817029 by Uriel.Doyon
Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1.
Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues).
Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets.
Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7.
#jira UE-32263
Change 3819960 by Michael.Lentine
Expose UEPhysics Clothing Parameters through UI.
Change 3823401 by Rolando.Caloca
DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch
Change 3844805 by Arne.Schober
DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision.
Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders.
Change 3847283 by Marcus.Wassmer
Extra fixes from Uriel
Change 3876607 by Rolando.Caloca
DR - Use render passes when running occlusion queries
- Removes the RHI(Begin|End)OcclusionQueryBatch API
Change 3903799 by Daniel.Wright
[Integrate] Pass Uniform Buffers
* All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw
* Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer
* Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture
Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT()
* This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct.
* Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer.
* Resources can now be located anywhere in the uniform buffer. Padding is inserted to the cbuffer representation to keep memory layouts matching. In the future the cbuffer could be compacted.
* RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs
Change 3917500 by Rolando.Caloca
DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified
Change 3964907 by Guillaume.Abadie
Implements RectList topology support in RHI.
Change 3979171 by Mark.Satterthwaite
Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering):
Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors.
Regarding mtlpp:
- The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems.
- To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly.
- Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management.
- Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding.
Apple Platform:
- LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS.
MetalRHI:
- All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C.
- Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same.
- Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well.
- The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac.
- Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order).
- LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought.
- What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code.
Other:
- Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now.
- Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere.
- Consistency of disabling the Manual Vertex Fetch behaviour in shaders.
#jira UERNDR-354
Change 3979312 by Rolando.Caloca
DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget
Change 4005122 by Rolando.Caloca
DR - Support for PS4 Index Buffer UAVs
Change 4016298 by Guillaume.Abadie
Fixes DOF hybrid scattering on platforms that supports RectList topology.
Change 4018575 by Guillaume.Abadie
Optimises DOF's reduce pass when doing scattering compilation.
Change 4020317 by Guillaume.Abadie
Implements WaveBroadcastIntrinsics.ush.
[CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
LTCMat . SafeRelease ( ) ;
LTCAmp . SafeRelease ( ) ;
2014-03-14 14:13:41 -04:00
MaxFP16Depth . SafeRelease ( ) ;
2015-08-07 02:21:20 -04:00
DepthDummy . SafeRelease ( ) ;
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
GreenDummy . SafeRelease ( ) ;
Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3461187)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3388286 on 2017/04/11 by Chris.Bunner
Fix mips in texture GnmUAV creation.
Change 3388287 on 2017/04/11 by Chris.Bunner
Improved PS/CS code sharing for TemporalAA.
Change 3388291 on 2017/04/11 by Chris.Bunner
HLODs now correctly hide their children in shadow maps.
Propagate bCastFarShadow flag on HLOD generation.
#jira UE-42254
Change 3388448 on 2017/04/11 by Brian.Karis
Better handle divide by zero
Change 3388449 on 2017/04/11 by Brian.Karis
Optimizations to shading model math.
PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx)
Change 3388455 on 2017/04/11 by Uriel.Doyon
Changed Remove for RemoveSwap when clearing dynamic component references
Change 3388612 on 2017/04/11 by Simon.Tourangeau
Support shaders in projects and in plugins
When searching for a shader it will
- First look in Engine/Shaders as usual
- Then in project's Shader folder
- Then in all enabled plugin Shader folders
Project or plugin must be loaded in PostConfigInit phase
Tested in PIE, engine (cooked, packaged)
Change 3388819 on 2017/04/11 by Arne.Schober
DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware.
#RB Lina.Halper, Rolando.Caloca
Change 3388862 on 2017/04/11 by Guillaume.Abadie
Allows Motion Blur and TAA in scene capture 2d.
Change 3388953 on 2017/04/11 by Uriel.Doyon
Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it.
#UE-43220
Change 3389138 on 2017/04/11 by Arne.Schober
DR - Fix crash when opening a Level without Contentbrowser open.
#RB Matt.Kuhlenschmidt
Change 3389400 on 2017/04/11 by Uriel.Doyon
- Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled()
- Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF()
- FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes.
- Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode.
- Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution)
- Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel.
- Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place.
- New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials
#jira UE-39505
Change 3389860 on 2017/04/12 by Richard.Wallis
UE-41407 Cable actor does not render correctly in viewport on Mac.
Build the mesh at creation time - call into exisiting mesh create function.
Change 3390933 on 2017/04/12 by Arne.Schober
DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function
#RB Marcus.Wassmer
Change 3391010 on 2017/04/12 by Ben.Marsh
Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering.
Change 3391412 on 2017/04/12 by Uriel.Doyon
Mesh Decals are now sorted according to the component TranslucencySortPriority.
#jira UE-43053
Change 3392117 on 2017/04/13 by Guillaume.Abadie
Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar.
Change 3392179 on 2017/04/13 by Guillaume.Abadie
Attempts to fix linux compilation by removing mistakenly submitted dead code.
Change 3392231 on 2017/04/13 by Guillaume.Abadie
Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups...
Change 3393879 on 2017/04/14 by Guillaume.Abadie
Attempts to fix linux compilation warning.
Change 3393881 on 2017/04/14 by Guillaume.Abadie
Back out changelist 3393879
Change 3393882 on 2017/04/14 by Guillaume.Abadie
Attempts #2 to fix linux compilation error.
Change 3394100 on 2017/04/14 by Chris.Bunner
Corrected material shared sampler usage with mip-biasing.
Change 3394174 on 2017/04/14 by Rolando.Caloca
DR - Change ensure to warning
Change 3394221 on 2017/04/14 by Marcus.Wassmer
Fix poseable mesh bounds calculation.
Change 3396238 on 2017/04/17 by David.Hill
Fix Bloom with LensFlare
Duplicating fix - will also fix directly in 4.16
#jira 44050
Change 3397055 on 2017/04/17 by Joe.Graf
Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3397921 on 2017/04/18 by Joe.Graf
Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering
#CodeReview: arciel.rekman, matt.kuhlenschmidt
#rb: n/a
Change 3398406 on 2017/04/18 by Rolando.Caloca
DR - Fix shaders in plugins on Mac
Change 3399546 on 2017/04/19 by Benjamin.Hyder
Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows)
Change 3399725 on 2017/04/19 by Guillaume.Abadie
Avoids compiling PCSS shaders for SM4.
Change 3400295 on 2017/04/19 by Michael.Trepka
Fixed metal shader compile errors in MorphTargets.usf
Change 3400457 on 2017/04/19 by Michael.Trepka
Merged Rolando's shader fixes
Change 3400473 on 2017/04/19 by Arne.Schober
DR - provide Aftermath Reason when init failed.
#RB none
Change 3400699 on 2017/04/19 by Arne.Schober
DR - Fixed Text macro
#RB none
Change 3402280 on 2017/04/20 by Simon.Tovey
Minor cascade fix
#tests no crash
#jira UE-41560
Change 3402517 on 2017/04/20 by Arne.Schober
DR - Fix static analysis warning
#RB none
Change 3403897 on 2017/04/21 by Arne.Schober
DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC
#RB None
#jira UE-43898
Change 3404591 on 2017/04/21 by Olaf.Piesche
#jira UE-41979
Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash.
Change 3407451 on 2017/04/25 by Daniel.Wright
Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume
Change 3407452 on 2017/04/25 by Daniel.Wright
Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger
Change 3408397 on 2017/04/25 by Daniel.Wright
ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately.
Change 3408428 on 2017/04/25 by Daniel.Wright
Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows
Change 3409764 on 2017/04/26 by Daniel.Wright
Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5.
Change 3411659 on 2017/04/27 by Daniel.Wright
[Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this
Change 3411660 on 2017/04/27 by Daniel.Wright
[Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes
Change 3411667 on 2017/04/27 by Daniel.Wright
[Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize.
Change 3411668 on 2017/04/27 by Daniel.Wright
[Copy] Better indirect capsule shadow draw event info
Change 3411669 on 2017/04/27 by Daniel.Wright
[Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile.
Change 3411755 on 2017/04/27 by Daniel.Wright
[Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque)
* Removed r.OcclusionQueryLocation
Change 3411827 on 2017/04/27 by Daniel.Wright
[Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead
Change 3411829 on 2017/04/27 by Daniel.Wright
Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef
Change 3411837 on 2017/04/27 by Daniel.Wright
[Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo
Change 3411838 on 2017/04/27 by Daniel.Wright
[Copy] Skip tracking MaterialRenderProxyMap on cooked platforms
Change 3411843 on 2017/04/27 by Daniel.Wright
[Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM)
* Gnm was not tracking DepthClearValue when a depth target was set but not cleared
* Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist)
* Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values
Change 3411873 on 2017/04/27 by Daniel.Wright
[Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once.
* 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms)
Change 3411891 on 2017/04/27 by Daniel.Wright
[Copy] GatherShadowPrimitives optimizations
* Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x)
* Much flatter primitive octree (16 -> 256 max primitives)
* Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows
* FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs.
* StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4.
Change 3412192 on 2017/04/27 by Michael.Trepka
Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426
Change 3412547 on 2017/04/27 by Daniel.Wright
Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee
Change 3414239 on 2017/04/28 by Arne.Schober
DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it.
#RB none
#jira UE-44500
Change 3414754 on 2017/04/28 by Daniel.Wright
Added VolumetricFogEmissive to ExponentialHeightFogComponent
* Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term
Change 3416859 on 2017/05/01 by Arne.Schober
DR - Remove FeatureLevel from the Clear Functions to reduce area of error
#RB Rolando.Caloca
Change 3420750 on 2017/05/03 by Arne.Schober
DR - [UE-44497] - Fix several PS4 validation layer issues
#RB Marcus.Wassmer
Change 3422869 on 2017/05/04 by Benjamin.Hyder
Fix compile error from merge.
Change 3423938 on 2017/05/04 by Marc.Olano
[UE-44453] Fix bloom problems by moving saturate after vector math
Change 3424494 on 2017/05/04 by Olaf.Piesche
#jira UE-44589
When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable.
#tests as described in jira ticket
Change 3424754 on 2017/05/04 by Uriel.Doyon
Fixed call to get texture compressor module outside the main thread.
#jira UE-42168
Change 3425447 on 2017/05/05 by Uriel.Doyon
#buildfix
Change 3427042 on 2017/05/05 by Arne.Schober
DR - Fix one of my typos
#RB none
Change 3428119 on 2017/05/08 by Marcus.Wassmer
Fix UE-44733
static analysis warning.
Change 3428222 on 2017/05/08 by Uriel.Doyon
Fixed bad condition in translucency rendering
#jira UE-44452
Change 3429794 on 2017/05/08 by Uriel.Doyon
Fixed issues with lightshafts and low res translucency.
#jira UE-44452
Change 3430921 on 2017/05/09 by Rolando.Caloca
DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders.
- Also fixes using the correct fxc.exe path to match the DLL we distribute.
Change 3431156 on 2017/05/09 by Rolando.Caloca
DR - Remove unused code
Change 3431396 on 2017/05/09 by David.Hill
Copy of changes made directly in 4.16 ( CL 341037 )
to be submitted to dev-rendering
#jira UE-44641
Change 3431400 on 2017/05/09 by Rolando.Caloca
DR - Fix typo
Change 3431527 on 2017/05/09 by David.Hill
#rb: none
Oops.
comment out r.ShaderDevelopmentMode =1
Change 3431590 on 2017/05/09 by Daniel.Wright
Removed early return landmine in USceneCaptureComponent2D::Serialize
Change 3431591 on 2017/05/09 by Daniel.Wright
Disallow map building while in PIE, or PIE while buildling lighting
Change 3431594 on 2017/05/09 by Daniel.Wright
Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels.
Change 3431667 on 2017/05/09 by Daniel.Wright
Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut.
* The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16
* Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX
Change 3432366 on 2017/05/10 by Richard.Wallis
Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread.
#jira UE-36006
Change 3432367 on 2017/05/10 by Richard.Wallis
Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set.
Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case.
#jira UE-44322
Change 3432409 on 2017/05/10 by Richard.Wallis
Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895)
Fix for deferred store actions getting cleared when we don't have a valid render target.
Change 3432833 on 2017/05/10 by Daniel.Wright
Fixed Ocean compile error
Change 3432874 on 2017/05/10 by Marc.Olano
Improved captions for Noise and VectorNoise material nodes
Change 3432947 on 2017/05/10 by Richard.Wallis
Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook.
- Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag.
#jira UE-44657
Change 3433484 on 2017/05/10 by Arne.Schober
DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled.
#jira UE-44393
#RB Daniel.Wright
Change 3433515 on 2017/05/10 by Arne.Schober
DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used.
#RB Daniel.Wright
Change 3433606 on 2017/05/10 by Daniel.Wright
Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume.
Change 3433619 on 2017/05/10 by Daniel.Wright
Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE.
Change 3433795 on 2017/05/10 by Arne.Schober
DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine
#RB marcus.Wassmer
Change 3433941 on 2017/05/10 by Daniel.Wright
Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere.
* Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX
* Volumetric fog 2.87ms -> 2.09ms in the same scene
Change 3435139 on 2017/05/11 by Daniel.Wright
Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean
Change 3435297 on 2017/05/11 by Arne.Schober
DR - Remove manual AlignOf and use C++11 keyword instead
#RB Steve.Robb
Change 3435367 on 2017/05/11 by Daniel.Wright
Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights
* 1.5ms -> 1.38ms on 970 GTX with 24 spotlights
Change 3435522 on 2017/05/11 by Brian.Karis
Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal.
Change 3436063 on 2017/05/11 by Daniel.Wright
Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting
Change 3436269 on 2017/05/11 by Uriel.Doyon
Fixed UVChannel data possibly not up-to-date depending on user manips.
Change 3436611 on 2017/05/12 by Simon.Tovey
Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling.
Change 3436676 on 2017/05/12 by Simon.Tovey
Fix for fixed bounds being "invalid" unless set via the toolbar option.
Change 3436700 on 2017/05/12 by Simon.Tovey
Crash fix.
Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html
Particle proxies would have stale material resource pointers if the material is changed while the system was invisible.
If the old material is freed during this time, the next time the system renders it will crash.
Change 3437367 on 2017/05/12 by Brian.Karis
Fixed bug with small UV charts not packing.
Change 3437860 on 2017/05/12 by Arne.Schober
DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64
#RB none
Change 3437972 on 2017/05/12 by Arne.Schober
DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary.
#RB none
Change 3437975 on 2017/05/12 by Chris.Bunner
Added calculation for MaterialParamsEx to MeshDecals.usf.
#jira UE-43052
Change 3438109 on 2017/05/12 by Rolando.Caloca
DR - Support for -nomcpp on SCW
Change 3438889 on 2017/05/15 by Chris.Bunner
Nullptr check in a few material uniform expressions.
Change 3439351 on 2017/05/15 by Chris.Bunner
Added tooltip to Power material expression.
Change 3439763 on 2017/05/15 by Daniel.Wright
Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights
Change 3439764 on 2017/05/15 by Daniel.Wright
Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups
Change 3440722 on 2017/05/16 by Guillaume.Abadie
Exposes Scene capture's FOV to blueprints
Change 3441680 on 2017/05/16 by Uriel.Doyon
Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
New point light actors now configure the intensity in candelas by default.
Replaced viewport exposure settings by an EV100 slider.
Hidding the tone mapper in the show flag now still applies the exposure.
Added a new AutoExposure method called EV100 which allows to specify :
- MinEV100, MaxEV100
- Calibration Constnat
- Exposure Compensation
#jira UE-42783
Change 3441884 on 2017/05/16 by Uriel.Doyon
Fixed StreamingDistanceMultiplier not being applied to the texture streaming data.
Change 3442800 on 2017/05/17 by Gil.Gribb
Fixed botched merge.
Change 3442896 on 2017/05/17 by Gil.Gribb
UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster.
Change 3443951 on 2017/05/17 by Richard.Wallis
Added Apple override allocator macro - each command encoder type needs it's own allocator queue.
Change 3444787 on 2017/05/17 by Daniel.Wright
Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0.
Change 3444882 on 2017/05/17 by Daniel.Wright
Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear
Change 3444883 on 2017/05/17 by Brian.Karis
Improved contact shadows
Change 3445048 on 2017/05/17 by Daniel.Wright
Fixed particle lights in forward shading, they were not setting the lighting channel mask properly
Change 3445107 on 2017/05/17 by Michael.Trepka
Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases.
#jira UE-43725
Change 3445212 on 2017/05/17 by Uriel.Doyon
Added a -CSV option to ListTextures command
Change 3445947 on 2017/05/18 by Richard.Wallis
Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only.
Change 3446545 on 2017/05/18 by Chris.Bunner
Removed hardcoded (and unused) MRT write from Decal shaders.
#jira UE-45095
Change 3446568 on 2017/05/18 by Marc.Olano
Sobol and image-based importance sampling C++ functions and blueprint nodes
Change 3446988 on 2017/05/18 by Marc.Olano
Fix build error: missing include
Change 3446990 on 2017/05/18 by Marc.Olano
Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes)
Change 3447142 on 2017/05/18 by Rolando.Caloca
DR - RWLock instead of mutex for PSO cache
Change 3447144 on 2017/05/18 by Uriel.Doyon
Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files.
Change 3447794 on 2017/05/18 by Brian.Karis
Virtual texturing foundation code
Change 3448944 on 2017/05/19 by Arciel.Rekman
Fix non-unity Linux (and Mac, etc) builds.
- Mac fix is tentative, did not try.
Change 3449183 on 2017/05/19 by Marcus.Wassmer
Duplicate fix for reflection captures to happen after sequencer updates.
Change 3449196 on 2017/05/19 by Uriel.Doyon
Handling RCM_MinMax when reading FloatRGBA textures.
This fixes pixel inspector always reading 1 for scene color values greater than one.
Change 3451652 on 2017/05/22 by Rolando.Caloca
DR - Compile fix
#jira UE-45245
Change 3451660 on 2017/05/22 by Chris.Bunner
Additional compile fix.
#jira UE-45245
Change 3451897 on 2017/05/22 by Daniel.Wright
Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering.
Change 3452055 on 2017/05/22 by Rolando.Caloca
DR - Switch compile fix
#jira UE-45265
Change 3452089 on 2017/05/22 by Rolando.Caloca
DR - Compile fix
#jira UE-45246
Change 3452108 on 2017/05/22 by Rolando.Caloca
DR - Compile fix
#jira UE-45246
Change 3452179 on 2017/05/22 by Brian.Karis
Exposed dimensions. Fixed static analysis.
Change 3452734 on 2017/05/22 by Daniel.Wright
When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass.
Change 3452770 on 2017/05/22 by Daniel.Wright
Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere
Change 3452861 on 2017/05/22 by Rolando.Caloca
DR - Switch compile fix
Change 3452952 on 2017/05/22 by Brian.Karis
Small VT fixes
Change 3453647 on 2017/05/23 by Richard.Wallis
Fix for tessellation shaders on Mac (Metal v1.2) failing to compile.
#jira UE-45227
Change 3454844 on 2017/05/23 by Uriel.Doyon
Fixed extra X16 on some point lights
#jira UE-45250
Change 3454934 on 2017/05/23 by Chris.Bunner
Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.
Change 3457131 on 2017/05/24 by Arne.Schober
DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode
#jira UE-45317
#RB Chris.Bunner
Change 3457141 on 2017/05/24 by Marc.Olano
Sobol bug fixes
Change 3457953 on 2017/05/24 by Brian.Karis
Fix static analysis
#jira UE-45315
#jira UE-45314
#jira UE-45313
Change 3459064 on 2017/05/25 by Chris.Bunner
Fix for out of bounds material translation crash.
#jira UE-45406
Change 3459700 on 2017/05/25 by Brian.Karis
Revert using sprite index buffer because the vert order is different.
Change 3459847 on 2017/05/25 by Chris.Bunner
Fixing ensure in RenderTestMap.
[CL 3461201 by Chris Bunner in Main branch]
2017-05-26 08:22:50 -04:00
DefaultNormal8Bit . SafeRelease ( ) ;
Merging //UE4/Dev-Rendering-Graph@4492585 to Dev-Rendering (//UE4/Dev-Rendering)
This implements the framework to write the high level rendering code into passes organized in direct acyclic graph. It is also unifying the uniform buffer, shader parameters, and pass parameters to same single API: structures with run time meta data. This allow high level user code be extremely seamless, user code debugging, and render graph ease of implementation and debugging.
Issue of collaborative work of Arne Schnober, Brian Karis, Daniel Wright, Marcus Wassmer and Guillaume Abadie.
Names of the graph managed resources are not final.
#rb Arne.Schnober, Brian.Karis, Daniel.Wright, Marcus.Wassmer
[CL 4492694 by Guillaume Abadie in Dev-Rendering branch]
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VolumetricBlackDummy . SafeRelease ( ) ;
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VolumetricBlackAlphaOneDummy . SafeRelease ( ) ;
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VolumetricBlackUintDummy . SafeRelease ( ) ;
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ZeroUIntDummy . SafeRelease ( ) ;
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ZeroUIntArrayDummy . SafeRelease ( ) ;
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MidGreyDummy . SafeRelease ( ) ;
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StencilDummy . SafeRelease ( ) ;
StencilDummySRV . SafeRelease ( ) ;
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BlackDepthCube . SafeRelease ( ) ;
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GTAOPreIntegrated . SafeRelease ( ) ;
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AsciiTexture . SafeRelease ( ) ;
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DefaultTextures . Empty ( ) ;
DefaultBuffers . Empty ( ) ;
HashDefaultTextures . Clear ( ) ;
HashDefaultBuffers . Clear ( ) ;
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GRenderTargetPool . FreeUnusedResources ( ) ;
// Indicate that textures will need to be reinitialized.
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FeatureLevelInitializedTo = ERHIFeatureLevel : : Num ;
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}
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FRDGTextureRef FSystemTextures : : GetBlackDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( BlackDummy , TEXT ( " BlackDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
FRDGTextureRef FSystemTextures : : GetBlackAlphaOneDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( BlackAlphaOneDummy , TEXT ( " BlackAlphaOneDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
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FRDGTextureRef FSystemTextures : : GetBlackArrayDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( BlackArrayDummy , TEXT ( " BlackArrayDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
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FRDGTextureRef FSystemTextures : : GetWhiteDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( WhiteDummy , TEXT ( " WhiteDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
FRDGTextureRef FSystemTextures : : GetMaxFP16Depth ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( MaxFP16Depth , TEXT ( " MaxFP16Depth " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
FRDGTextureRef FSystemTextures : : GetDepthDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( DepthDummy , TEXT ( " DepthDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
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FRDGTextureRef FSystemTextures : : GetStencilDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( StencilDummy , TEXT ( " StencilDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
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FRDGTextureRef FSystemTextures : : GetGreenDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( GreenDummy , TEXT ( " GreenDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
FRDGTextureRef FSystemTextures : : GetDefaultNormal8Bit ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( DefaultNormal8Bit , TEXT ( " DefaultNormal8Bit " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
FRDGTextureRef FSystemTextures : : GetMidGreyDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( MidGreyDummy , TEXT ( " MidGreyDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
FRDGTextureRef FSystemTextures : : GetVolumetricBlackDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( VolumetricBlackDummy , TEXT ( " VolumetricBlackDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
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FRDGTextureRef FSystemTextures : : GetVolumetricBlackUintDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( VolumetricBlackUintDummy , TEXT ( " VolumetricBlackUintDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
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FRDGTextureRef FSystemTextures : : GetZeroUIntDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( ZeroUIntDummy , TEXT ( " ZeroUIntDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
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FRDGTextureRef FSystemTextures : : GetZeroUIntArrayDummy ( FRDGBuilder & GraphBuilder ) const
{
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return GraphBuilder . RegisterExternalTexture ( ZeroUIntArrayDummy , TEXT ( " ZeroUIntArrayDummy " ) , ERDGTextureFlags : : SkipTracking ) ;
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}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////
// Default textures
bool operator ! = ( const FDefaultTextureKey & A , const FDefaultTextureKey & B )
{
return A . Format ! = B . Format | |
A . Dimension ! = B . Dimension | |
A . ValueAsUInt [ 0 ] ! = B . ValueAsUInt [ 0 ] | |
A . ValueAsUInt [ 1 ] ! = B . ValueAsUInt [ 1 ] | |
A . ValueAsUInt [ 2 ] ! = B . ValueAsUInt [ 2 ] | |
A . ValueAsUInt [ 3 ] ! = B . ValueAsUInt [ 3 ] ;
}
template < typename T >
static FDefaultTextureKey GetDefaultTextureKey ( EPixelFormat Format , const T & In )
{
FDefaultTextureKey Out ;
const uint32 Size = sizeof ( T ) ;
const uint32 * InAsUInt = ( const uint32 * ) & In ;
Out . ValueAsUInt [ 0 ] = InAsUInt [ 0 ] ;
Out . ValueAsUInt [ 1 ] = Size > 4 ? InAsUInt [ 1 ] : 0u ;
Out . ValueAsUInt [ 2 ] = Size > 8 ? InAsUInt [ 2 ] : 0u ;
Out . ValueAsUInt [ 3 ] = Size > 12 ? InAsUInt [ 3 ] : 0u ;
Out . Format = Format ;
return Out ;
}
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// Convert from X to 4 components data float/uint/int. Supported input are:
// * float
// * int32
// * uint32
// * FVector2D
// * FIntPoint
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// * FVector3f
// * FVector4f
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// * FUintVector4
// * FClearValueBinding
FIntVector4 ToVector ( int32 Value ) { return FIntVector4 ( Value , Value , Value , Value ) ; }
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FVector4f ToVector ( float Value ) { return FVector4f ( Value , Value , Value , Value ) ; }
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FUintVector4 ToVector ( uint32 Value ) { return FUintVector4 ( Value , Value , Value , Value ) ; }
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FVector4f ToVector ( const FVector3f & Value ) { return FVector4f ( Value . X , Value . Y , Value . Z , 0 ) ; }
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FVector4f ToVector ( const FVector4f & Value ) { return Value ; }
FVector4f ToVector ( const FVector2D & Value ) { return FVector4f ( Value . X , Value . Y , 0 , 0 ) ; }
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FIntVector4 ToVector ( const FIntPoint & Value ) { return FIntVector4 ( Value . X , Value . Y , 0 , 0 ) ; }
FUintVector4 ToVector ( const FUintVector4 & Value ) { return Value ; }
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FVector4f ToVector ( const FClearValueBinding & Value ) { return FVector4f ( Value . Value . Color [ 0 ] , Value . Value . Color [ 1 ] , Value . Value . Color [ 2 ] , Value . Value . Color [ 3 ] ) ; }
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template < typename TInputType > struct TFormatConversionTraits { /*Error*/ } ;
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template < > struct TFormatConversionTraits < FVector4f > { typedef float Type ; } ;
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template < > struct TFormatConversionTraits < FUintVector4 > { typedef uint32 Type ; } ;
template < > struct TFormatConversionTraits < FIntVector4 > { typedef int32 Type ; } ;
enum class EDefaultInputType
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{
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Typed ,
UNorm ,
SNorm ,
UNorm10 ,
UNorm11 ,
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UNorm2 ,
UNorm5 ,
UNorm1
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} ;
// Convert input type into the final type. This function manages UNorm/SNorm type by assuming if the input if float, its value is normalized in [0..1].
template < typename TInType , typename TOutType , EDefaultInputType InputFormatType >
TOutType ConvertInputFormat ( const TInType & In )
{
return TOutType ( In ) ;
}
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template < > uint64 ConvertInputFormat < float , uint64 , EDefaultInputType : : UNorm > ( const float & In ) { return FMath : : Clamp ( In , 0.f , 1.f ) * float ( MAX_uint64 ) ; }
template < > int64 ConvertInputFormat < float , int64 , EDefaultInputType : : SNorm > ( const float & In ) { return FMath : : Clamp ( In , - 1.f , 1.f ) * float ( MAX_int64 ) ; }
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template < > uint32 ConvertInputFormat < float , uint32 , EDefaultInputType : : UNorm > ( const float & In ) { return FMath : : Clamp ( In , 0.f , 1.f ) * float ( MAX_uint32 ) ; }
template < > int32 ConvertInputFormat < float , int32 , EDefaultInputType : : SNorm > ( const float & In ) { return FMath : : Clamp ( In , - 1.f , 1.f ) * float ( MAX_int32 ) ; }
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template < > uint16 ConvertInputFormat < float , uint16 , EDefaultInputType : : UNorm > ( const float & In ) { return FMath : : Clamp ( In , 0.f , 1.f ) * MAX_uint16 ; }
template < > int16 ConvertInputFormat < float , int16 , EDefaultInputType : : SNorm > ( const float & In ) { return FMath : : Clamp ( In , - 1.f , 1.f ) * MAX_int16 ; }
template < > uint8 ConvertInputFormat < float , uint8 , EDefaultInputType : : UNorm > ( const float & In ) { return FMath : : Clamp ( In , 0.f , 1.f ) * MAX_uint8 ; }
template < > int8 ConvertInputFormat < float , int8 , EDefaultInputType : : SNorm > ( const float & In ) { return FMath : : Clamp ( In , - 1.f , 1.f ) * MAX_int8 ; }
template < > uint32 ConvertInputFormat < float , uint32 , EDefaultInputType : : UNorm10 > ( const float & In ) { return FMath : : Clamp ( In , 0.f , 1.f ) * 1024u ; }
template < > uint32 ConvertInputFormat < float , uint32 , EDefaultInputType : : UNorm11 > ( const float & In ) { return FMath : : Clamp ( In , 0.f , 1.f ) * 2048u ; }
template < > uint32 ConvertInputFormat < float , uint32 , EDefaultInputType : : UNorm2 > ( const float & In ) { return FMath : : Clamp ( In , 0.f , 1.f ) * 3u ; }
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template < > uint32 ConvertInputFormat < float , uint32 , EDefaultInputType : : UNorm1 > ( const float & In ) { return uint32 ( In > 0.5f ) ; }
template < > uint32 ConvertInputFormat < float , uint32 , EDefaultInputType : : UNorm5 > ( const float & In ) { return FMath : : Clamp ( In , 0.f , 1.f ) * 31u ; }
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// 4 components conversion with swizzling
template < EDefaultInputType InputFormatType , typename TInType , typename TOutType , uint32 SwizzleX , uint32 SwizzleY , uint32 SwizzleZ , uint32 SwizzleW >
void FormatData ( const TInType & In , uint8 * Out , uint32 & OutByteCount )
{
TOutType * OutTyped = ( TOutType * ) Out ;
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OutTyped [ 0 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ SwizzleX ] ) ;
OutTyped [ 1 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ SwizzleY ] ) ;
OutTyped [ 2 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ SwizzleZ ] ) ;
OutTyped [ 3 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ SwizzleW ] ) ;
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OutByteCount = 4 * sizeof ( TOutType ) ;
}
// 3 components conversion with swizzling
template < EDefaultInputType InputFormatType , typename TInType , typename TOutType , uint32 SwizzleX , uint32 SwizzleY , uint32 SwizzleZ >
void FormatData ( const TInType & In , uint8 * Out , uint32 & OutByteCount )
{
TOutType * OutTyped = ( TOutType * ) Out ;
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OutTyped [ 0 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ SwizzleX ] ) ;
OutTyped [ 1 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ SwizzleY ] ) ;
OutTyped [ 2 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ SwizzleZ ] ) ;
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OutByteCount = 3 * sizeof ( TOutType ) ;
}
// 2 components conversion with swizzling
template < EDefaultInputType InputFormatType , typename TInType , typename TOutType , uint32 SwizzleX , uint32 SwizzleY >
void FormatData ( const TInType & In , uint8 * Out , uint32 & OutByteCount )
{
TOutType * OutTyped = ( TOutType * ) Out ;
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OutTyped [ 0 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ SwizzleX ] ) ;
OutTyped [ 1 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ SwizzleY ] ) ;
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OutByteCount = 2 * sizeof ( TOutType ) ;
}
// 1 component conversion
template < EDefaultInputType InputFormatType , typename TInType , typename TOutType >
void FormatData ( const TInType & In , uint8 * Out , uint32 & OutByteCount )
{
TOutType * OutTyped = ( TOutType * ) Out ;
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OutTyped [ 0 ] = ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , TOutType , InputFormatType > ( In [ 0 ] ) ;
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OutByteCount = 4 ;
}
template < typename TInType >
void FormatData111110 ( const TInType & In , uint8 * Out , uint32 & OutByteCount )
{
uint32 * OutTyped = ( uint32 * ) Out ;
* OutTyped =
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( 2047u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm11 > ( In [ 0 ] ) ) |
( ( 2047u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm11 > ( In [ 1 ] ) ) < < 11 ) |
( ( 1023u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm10 > ( In [ 2 ] ) ) < < 22 ) ;
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OutByteCount = 4 ;
}
template < typename TInType >
void FormatData1010102 ( const TInType & In , uint8 * Out , uint32 & OutByteCount )
{
uint32 * OutTyped = ( uint32 * ) Out ;
* OutTyped =
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( 1023u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm10 > ( In [ 0 ] ) ) |
( ( 1023u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm10 > ( In [ 1 ] ) ) < < 10 ) |
( ( 1023u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm10 > ( In [ 2 ] ) ) < < 20 ) |
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( ( 3u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm2 > ( In [ 3 ] ) ) < < 30 ) ;
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OutByteCount = 4 ;
}
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template < typename TInType >
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void FormatData5551 ( const TInType & In , uint8 * Out , uint32 & OutByteCount )
{
uint16 * OutTyped = ( uint16 * ) Out ;
* OutTyped =
(
( ( 31u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm5 > ( In [ 0 ] ) ) < < 1 ) |
( ( 31u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm5 > ( In [ 1 ] ) ) < < 6 ) |
( ( 31u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm5 > ( In [ 2 ] ) ) < < 11 ) |
( ( 1u & ConvertInputFormat < typename TFormatConversionTraits < TInType > : : Type , uint32 , EDefaultInputType : : UNorm1 > ( In [ 3 ] ) ) ) ) ;
OutByteCount = 2 ;
}
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template < typename TInType >
void InitializeData ( const TInType & InData , EPixelFormat InFormat , uint8 * OutData , uint32 & OutByteCount )
{
// If a new format is added insure that it is either supported here, or at least flagged as not supported
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static_assert ( PF_MAX = = 85 ) ;
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switch ( InFormat )
{
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// 64bits
case PF_R64_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint64 > ( InData , OutData , OutByteCount ) ; } break ;
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// 32bits
case PF_R32G32B32A32_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint32 , 0 , 1 , 2 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_A32B32G32R32F : { FormatData < EDefaultInputType : : Typed , TInType , float , 3 , 2 , 1 , 0 > ( InData , OutData , OutByteCount ) ; } break ;
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case PF_R32G32B32_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint32 , 0 , 1 , 2 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R32G32B32_SINT : { FormatData < EDefaultInputType : : Typed , TInType , int32 , 0 , 1 , 2 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R32G32B32F : { FormatData < EDefaultInputType : : Typed , TInType , float , 0 , 1 , 2 > ( InData , OutData , OutByteCount ) ; } break ;
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case PF_R32G32_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint32 , 0 , 1 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_G32R32F : { FormatData < EDefaultInputType : : Typed , TInType , float , 1 , 0 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R32_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint32 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R32_SINT : { FormatData < EDefaultInputType : : Typed , TInType , int32 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R32_FLOAT : { FormatData < EDefaultInputType : : Typed , TInType , float > ( InData , OutData , OutByteCount ) ; } break ;
// 16bits
case PF_R16G16B16A16_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint16 , 0 , 1 , 2 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R16G16B16A16_SINT : { FormatData < EDefaultInputType : : Typed , TInType , int16 , 0 , 1 , 2 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R16G16B16A16_UNORM : { FormatData < EDefaultInputType : : UNorm , TInType , uint16 , 0 , 1 , 2 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R16G16B16A16_SNORM : { FormatData < EDefaultInputType : : SNorm , TInType , int16 , 0 , 1 , 2 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_A16B16G16R16 : { FormatData < EDefaultInputType : : UNorm , TInType , uint16 , 3 , 2 , 1 , 0 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_FloatRGBA : { FormatData < EDefaultInputType : : Typed , TInType , FFloat16 , 0 , 1 , 2 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R16G16_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint16 , 0 , 1 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_G16R16 : { FormatData < EDefaultInputType : : UNorm , TInType , uint16 , 1 , 0 > ( InData , OutData , OutByteCount ) ; } break ;
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case PF_G16R16_SNORM : { FormatData < EDefaultInputType : : SNorm , TInType , int16 , 1 , 0 > ( InData , OutData , OutByteCount ) ; } break ;
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case PF_G16R16F : { FormatData < EDefaultInputType : : Typed , TInType , FFloat16 , 0 , 1 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_G16R16F_FILTER : { FormatData < EDefaultInputType : : Typed , TInType , FFloat16 , 0 , 1 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R16F_FILTER : { FormatData < EDefaultInputType : : Typed , TInType , FFloat16 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R16F : { FormatData < EDefaultInputType : : Typed , TInType , FFloat16 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_G16 : { FormatData < EDefaultInputType : : UNorm , TInType , uint16 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R16_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint16 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R16_SINT : { FormatData < EDefaultInputType : : Typed , TInType , int16 > ( InData , OutData , OutByteCount ) ; } break ;
// 8bits
case PF_B8G8R8A8 : { FormatData < EDefaultInputType : : UNorm , TInType , uint8 , 2 , 1 , 0 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R8G8B8A8 : { FormatData < EDefaultInputType : : UNorm , TInType , uint8 , 0 , 1 , 2 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_A8R8G8B8 : { FormatData < EDefaultInputType : : UNorm , TInType , uint8 , 3 , 2 , 1 , 0 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R8G8B8A8_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint8 , 0 , 1 , 2 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R8G8B8A8_SNORM : { FormatData < EDefaultInputType : : SNorm , TInType , int8 , 0 , 1 , 2 , 3 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_R8G8 : { FormatData < EDefaultInputType : : UNorm , TInType , uint8 , 0 , 1 > ( InData , OutData , OutByteCount ) ; } break ;
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case PF_R8G8_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint8 , 0 , 1 > ( InData , OutData , OutByteCount ) ; } break ;
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case PF_R8_UINT : { FormatData < EDefaultInputType : : Typed , TInType , uint8 > ( InData , OutData , OutByteCount ) ; } break ;
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case PF_R8_SINT : { FormatData < EDefaultInputType : : Typed , TInType , int8 > ( InData , OutData , OutByteCount ) ; } break ;
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case PF_R8 : { FormatData < EDefaultInputType : : UNorm , TInType , uint8 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_G8 : { FormatData < EDefaultInputType : : UNorm , TInType , uint8 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_L8 : { FormatData < EDefaultInputType : : UNorm , TInType , uint8 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_A1 : { FormatData < EDefaultInputType : : UNorm , TInType , uint8 > ( InData , OutData , OutByteCount ) ; } break ;
case PF_A8 : { FormatData < EDefaultInputType : : UNorm , TInType , uint8 > ( InData , OutData , OutByteCount ) ; } break ;
// Depth/Stencil. Since these texture will only be used as SRV, we handle them as regular float/float16.
case PF_D24 : { FormatData < EDefaultInputType : : Typed , TInType , float > ( InData , OutData , OutByteCount ) ; } break ;
case PF_DepthStencil : { FormatData < EDefaultInputType : : Typed , TInType , float > ( InData , OutData , OutByteCount ) ; } break ;
case PF_ShadowDepth : { FormatData < EDefaultInputType : : Typed , TInType , FFloat16 > ( InData , OutData , OutByteCount ) ; } break ;
// Custom
case PF_FloatRGB : { FormatData111110 < TInType > ( InData , OutData , OutByteCount ) ; } break ;
case PF_A2B10G10R10 : { FormatData1010102 < TInType > ( InData , OutData , OutByteCount ) ; } break ;
case PF_FloatR11G11B10 : { FormatData111110 < TInType > ( InData , OutData , OutByteCount ) ; } break ;
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case PF_B5G5R5A1_UNORM : { FormatData5551 < TInType > ( InData , OutData , OutByteCount ) ; } break ;
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return ;
// Not supported
case PF_R5G6B5_UNORM :
case PF_BC5 :
case PF_V8U8 :
case PF_PVRTC2 :
case PF_PVRTC4 :
case PF_UYVY :
case PF_DXT1 :
case PF_DXT3 :
case PF_DXT5 :
case PF_BC4 :
case PF_ATC_RGB :
case PF_ATC_RGBA_E :
case PF_ATC_RGBA_I :
case PF_X24_G8 :
case PF_ETC1 :
case PF_ETC2_RGB :
case PF_ETC2_RGBA :
case PF_ASTC_4x4 :
case PF_ASTC_6x6 :
case PF_ASTC_8x8 :
case PF_ASTC_10x10 :
case PF_ASTC_12x12 :
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case PF_ASTC_4x4_HDR :
case PF_ASTC_6x6_HDR :
case PF_ASTC_8x8_HDR :
case PF_ASTC_10x10_HDR :
case PF_ASTC_12x12_HDR :
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case PF_BC6H :
case PF_BC7 :
case PF_XGXR8 :
case PF_PLATFORM_HDR_0 :
case PF_PLATFORM_HDR_1 :
case PF_PLATFORM_HDR_2 :
case PF_NV12 :
case PF_ETC2_R11_EAC :
case PF_ETC2_RG11_EAC :
case PF_Unknown :
case PF_MAX :
OutByteCount = 0 ;
return ;
}
}
template < typename DataType >
void SetDefaultTextureData2D ( FRHITexture2D * Texture , const DataType & InData )
{
uint8 SrcData [ 16 ] = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , } ;
uint32 SrcByteCount = 0 ;
const EPixelFormat Format = Texture - > GetFormat ( ) ;
InitializeData ( ToVector ( InData ) , Format , SrcData , SrcByteCount ) ;
uint32 DestStride ;
uint8 * Dest = ( uint8 * ) RHILockTexture2D ( Texture , 0 , RLM_WriteOnly , DestStride , false ) ;
FMemory : : Memcpy ( Dest , SrcData , SrcByteCount ) ;
RHIUnlockTexture2D ( Texture , 0 , false ) ;
}
template < typename DataType >
void SetDefaultTextureData2DArray ( FRHITexture2DArray * Texture , const DataType & InData )
{
uint8 SrcData [ 16 ] = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , } ;
uint32 SrcByteCount = 0 ;
const EPixelFormat Format = Texture - > GetFormat ( ) ;
InitializeData ( ToVector ( InData ) , Format , SrcData , SrcByteCount ) ;
uint32 DestStride ;
uint8 * Dest = ( uint8 * ) RHILockTexture2DArray ( Texture , 0 , 0 , RLM_WriteOnly , DestStride , false ) ;
FMemory : : Memcpy ( Dest , SrcData , SrcByteCount ) ;
RHIUnlockTexture2DArray ( Texture , 0 , 0 , false ) ;
}
template < typename DataType >
void SetDefaultTextureData3D ( FRHICommandListImmediate & RHICmdList , FRHITexture3D * Texture , const DataType & InData )
{
uint8 SrcData [ 16 ] = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , } ;
uint32 SrcByteCount = 0 ;
const EPixelFormat Format = Texture - > GetFormat ( ) ;
InitializeData ( ToVector ( InData ) , Format , SrcData , SrcByteCount ) ;
FUpdateTextureRegion3D Region ( 0 , 0 , 0 , 0 , 0 , 0 , 1 , 1 , 1 ) ;
RHICmdList . UpdateTexture3D (
Texture ,
0 ,
Region ,
SrcByteCount ,
SrcByteCount ,
SrcData ) ;
// UpdateTexture3D before and after state is currently undefined
RHICmdList . Transition ( FRHITransitionInfo ( Texture , ERHIAccess : : Unknown , ERHIAccess : : SRVMask ) ) ;
}
template < typename DataType >
void SetDefaultTextureDataCube ( FRHITextureCube * Texture , const DataType & InData )
{
uint8 SrcData [ 16 ] = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , } ;
uint32 SrcByteCount = 0 ;
const EPixelFormat Format = Texture - > GetFormat ( ) ;
InitializeData ( ToVector ( InData ) , Format , SrcData , SrcByteCount ) ;
for ( uint32 FaceIt = 0 ; FaceIt < 6 ; + + FaceIt )
{
uint32 DestStride ;
uint8 * Dest = ( uint8 * ) RHILockTextureCubeFace ( Texture , FaceIt , 0u , 0u , RLM_WriteOnly , DestStride , false ) ;
FMemory : : Memcpy ( Dest , SrcData , SrcByteCount ) ;
RHIUnlockTextureCubeFace ( Texture , FaceIt , 0 , 0 , false ) ;
}
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}
template < typename TClearValue >
FRDGTextureRef GetInternalDefaultTexture (
FRDGBuilder & GraphBuilder ,
TArray < FDefaultTexture > & DefaultTextures ,
FHashTable & HashDefaultTextures ,
ETextureDimension Dimension ,
EPixelFormat Format ,
TClearValue Value )
{
// Check this is a valid format
check ( Format ! = PF_Unknown & & Format ! = PF_MAX & & GPixelFormats [ Format ] . BlockSizeX = = 1 & & GPixelFormats [ Format ] . BlockSizeY = = 1 & & GPixelFormats [ Format ] . BlockSizeZ = = 1 ) ;
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// Convert Depth/Stencil format to float/float16 since these texture will only be used as SRV
if ( Format = = PF_D24 | | Format = = PF_DepthStencil ) { Format = PF_R32_FLOAT ; }
if ( Format = = PF_ShadowDepth ) { Format = PF_R32_FLOAT ; }
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const FDefaultTextureKey Key = GetDefaultTextureKey ( Format , Value ) ;
const uint32 Hash = Murmur32 ( { uint32 ( Key . Dimension ) , uint32 ( Key . Format ) , Key . ValueAsUInt [ 0 ] , Key . ValueAsUInt [ 1 ] , Key . ValueAsUInt [ 2 ] , Key . ValueAsUInt [ 3 ] } ) ;
uint32 Index = HashDefaultTextures . First ( Hash ) ;
while ( HashDefaultTextures . IsValid ( Index ) & & DefaultTextures [ Index ] . Key ! = Key )
{
Index = HashDefaultTextures . Next ( Index ) ;
check ( DefaultTextures [ Index ] . Hash = = Hash ) ; //Sanitycheck
}
if ( HashDefaultTextures . IsValid ( Index ) & & DefaultTextures [ Index ] . Texture ! = nullptr )
{
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return GraphBuilder . RegisterExternalTexture ( DefaultTextures [ Index ] . Texture , ERDGTextureFlags : : SkipTracking ) ;
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}
FDefaultTexture Entry ;
Entry . Key = Key ;
Entry . Hash = Hash ;
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Entry . Texture = nullptr ;
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if ( Dimension = = ETextureDimension : : Texture2D )
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{
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const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2D ( TEXT ( " DefaultTexture2D " ) , 1 , 1 , Format )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTexture2DRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDefaultTextureData2D ( Texture , Value ) ;
Entry . Texture = CreateRenderTarget ( Texture , Desc . DebugName ) ;
}
else if ( Dimension = = ETextureDimension : : Texture2DArray )
{
const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create2DArray ( TEXT ( " DefaultTexture2DArray " ) , 1 , 1 , 1 , Format )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTexture2DArrayRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDefaultTextureData2DArray ( Texture , Value ) ;
Entry . Texture = CreateRenderTarget ( Texture , Desc . DebugName ) ;
}
else if ( Dimension = = ETextureDimension : : Texture3D )
{
const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : Create3D ( TEXT ( " DefaultTexture3D " ) , 1 , 1 , 1 , Format )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTexture3DRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDefaultTextureData3D ( GraphBuilder . RHICmdList , Texture , Value ) ;
Entry . Texture = CreateRenderTarget ( Texture , Desc . DebugName ) ;
}
else if ( Dimension = = ETextureDimension : : TextureCube )
{
const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : CreateCube ( TEXT ( " DefaultTextureCube " ) , 1 , Format )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureCubeRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDefaultTextureDataCube ( Texture , Value ) ;
Entry . Texture = CreateRenderTarget ( Texture , Desc . DebugName ) ;
}
else if ( Dimension = = ETextureDimension : : TextureCubeArray )
{
const FRHITextureCreateDesc Desc =
FRHITextureCreateDesc : : CreateCubeArray ( TEXT ( " DefaultTextureCubeArray " ) , 1 , 1 , Format )
. SetFlags ( ETextureCreateFlags : : ShaderResource ) ;
FTextureCubeRHIRef Texture = RHICreateTexture ( Desc ) ;
SetDefaultTextureDataCube ( Texture , Value ) ;
Entry . Texture = CreateRenderTarget ( Texture , Desc . DebugName ) ;
}
else
{
return nullptr ;
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}
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Index = DefaultTextures . Add ( Entry ) ;
HashDefaultTextures . Add ( Hash , Index ) ;
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return GraphBuilder . RegisterExternalTexture ( Entry . Texture , ERDGTextureFlags : : SkipTracking ) ;
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}
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// Default Buffers
template < typename T >
static FDefaultBufferKey GetDefaultBufferKey ( uint32 NumBytePerElement , bool bIsStructuredBuffer , const T * In )
{
FDefaultBufferKey Out ;
if ( In )
{
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const uint32 ClearValueNumBytes = sizeof ( T ) ;
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const uint32 * InAsUInt = ( const uint32 * ) In ;
Out . ValueAsUInt [ 0 ] = InAsUInt [ 0 ] ;
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Out . ValueAsUInt [ 1 ] = ClearValueNumBytes > 4 ? InAsUInt [ 1 ] : 0u ;
Out . ValueAsUInt [ 2 ] = ClearValueNumBytes > 8 ? InAsUInt [ 2 ] : 0u ;
Out . ValueAsUInt [ 3 ] = ClearValueNumBytes > 12 ? InAsUInt [ 3 ] : 0u ;
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}
Out . NumBytePerElement = NumBytePerElement ;
Out . bIsStructuredBuffer = bIsStructuredBuffer ;
return Out ;
}
bool operator ! = ( const FDefaultBufferKey & A , const FDefaultBufferKey & B )
{
return A . NumBytePerElement ! = B . NumBytePerElement | |
A . bIsStructuredBuffer ! = B . bIsStructuredBuffer | |
A . ValueAsUInt [ 0 ] ! = B . ValueAsUInt [ 0 ] | |
A . ValueAsUInt [ 1 ] ! = B . ValueAsUInt [ 1 ] | |
A . ValueAsUInt [ 2 ] ! = B . ValueAsUInt [ 2 ] | |
A . ValueAsUInt [ 3 ] ! = B . ValueAsUInt [ 3 ] ;
}
template < typename TClearValue >
FRDGBufferRef GetInternalDefaultBuffer (
FRDGBuilder & GraphBuilder ,
TArray < FDefaultBuffer > & DefaultBuffers ,
FHashTable & HashDefaultBuffers ,
uint32 NumBytePerElement ,
bool bIsStructuredBuffer ,
const TClearValue * Value )
{
// Buffer key
const uint32 NumElements = 1 ;
const FDefaultBufferKey Key = GetDefaultBufferKey ( NumBytePerElement , bIsStructuredBuffer , Value ) ;
const uint32 Hash = Murmur32 ( { uint32 ( Key . bIsStructuredBuffer ? 0x20000000u : 0x10000000u ) | Key . NumBytePerElement , Key . ValueAsUInt [ 0 ] , Key . ValueAsUInt [ 1 ] , Key . ValueAsUInt [ 2 ] , Key . ValueAsUInt [ 3 ] } ) ;
// Find exsting buffer ("fast" path)
uint32 Index = HashDefaultBuffers . First ( Hash ) ;
while ( HashDefaultBuffers . IsValid ( Index ) & & DefaultBuffers [ Index ] . Key ! = Key )
{
Index = HashDefaultBuffers . Next ( Index ) ;
}
if ( HashDefaultBuffers . IsValid ( Index ) & & DefaultBuffers [ Index ] . Buffer ! = nullptr )
{
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check ( DefaultBuffers [ Index ] . Hash = = Hash ) ; //Sanitycheck
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return GraphBuilder . RegisterExternalBuffer ( DefaultBuffers [ Index ] . Buffer , ERDGBufferFlags : : SkipTracking ) ;
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}
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const uint32 BufferSize = NumBytePerElement * NumElements ;
FRDGBufferDesc BufferDesc ;
FRHIResourceCreateInfo CreateInfo ( TEXT ( " " ) ) ;
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// Adding new buffer if there is no fit (slow path)
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TRefCountPtr < FRHIBuffer > RHIBuffer ;
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if ( bIsStructuredBuffer )
{
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CreateInfo . DebugName = TEXT ( " DefaultStructuredBuffer " ) ;
BufferDesc = FRDGBufferDesc : : CreateStructuredDesc ( NumBytePerElement , NumElements ) ;
BufferDesc . Usage = BUF_Static | BUF_ShaderResource ;
RHIBuffer = RHICreateStructuredBuffer ( NumBytePerElement , BufferSize , BufferDesc . Usage , CreateInfo ) ;
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}
else
{
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CreateInfo . DebugName = TEXT ( " DefaultBuffer " ) ;
BufferDesc = FRDGBufferDesc : : CreateUploadDesc ( NumBytePerElement , NumElements ) ;
RHIBuffer = RHICreateVertexBuffer ( BufferSize , BUF_Static | BUF_ShaderResource , CreateInfo ) ;
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}
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uint8 * DestPtr = static_cast < uint8 * > ( GraphBuilder . RHICmdList . LockBuffer ( RHIBuffer , 0 , BufferSize , RLM_WriteOnly ) ) ;
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if ( Value )
{
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const uint8 * EndPtr = DestPtr + BufferSize ;
for ( uint32 Offset = 0 ; Offset < ( BufferSize / sizeof ( TClearValue ) ) ; Offset + + )
{
FMemory : : Memcpy ( DestPtr , Value , sizeof ( TClearValue ) ) ;
DestPtr + = sizeof ( TClearValue ) ;
}
if ( DestPtr < EndPtr )
{
// Zero out the remainder. Byte-splitting the init value is undefined.
FMemory : : Memzero ( DestPtr , static_cast < SIZE_T > ( EndPtr - DestPtr ) ) ;
}
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}
else
{
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FMemory : : Memzero ( DestPtr , BufferSize ) ;
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}
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GraphBuilder . RHICmdList . UnlockBuffer ( RHIBuffer ) ;
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FDefaultBuffer Entry ;
Entry . Key = Key ;
Entry . Hash = Hash ;
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Entry . Buffer = new FRDGPooledBuffer ( RHIBuffer , BufferDesc , NumElements , CreateInfo . DebugName ) ;
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Index = DefaultBuffers . Add ( Entry ) ;
HashDefaultBuffers . Add ( Hash , Index ) ;
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return GraphBuilder . RegisterExternalBuffer ( Entry . Buffer , ERDGBufferFlags : : SkipTracking ) ;
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}
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FVector4f GetClearBindingValue ( EPixelFormat Format , FClearValueBinding Value )
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{
if ( IsDepthOrStencilFormat ( Format ) )
{
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return FVector4f ( Value . Value . DSValue . Depth , Value . Value . DSValue . Depth , Value . Value . DSValue . Depth , Value . Value . DSValue . Depth ) ;
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}
else
{
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return FVector4f ( Value . Value . Color [ 0 ] , Value . Value . Color [ 1 ] , Value . Value . Color [ 2 ] , Value . Value . Color [ 3 ] ) ;
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}
}
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Textures
FRDGTextureRef FSystemTextures : : GetDefaultTexture2D ( FRDGBuilder & GraphBuilder , EPixelFormat Format , float Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , ETextureDimension : : Texture2D , Format , Value ) ; }
FRDGTextureRef FSystemTextures : : GetDefaultTexture2D ( FRDGBuilder & GraphBuilder , EPixelFormat Format , uint32 Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , ETextureDimension : : Texture2D , Format , Value ) ; }
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FRDGTextureRef FSystemTextures : : GetDefaultTexture2D ( FRDGBuilder & GraphBuilder , EPixelFormat Format , const FVector3f & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , ETextureDimension : : Texture2D , Format , Value ) ; }
FRDGTextureRef FSystemTextures : : GetDefaultTexture2D ( FRDGBuilder & GraphBuilder , EPixelFormat Format , const FVector4f & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , ETextureDimension : : Texture2D , Format , Value ) ; }
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FRDGTextureRef FSystemTextures : : GetDefaultTexture2D ( FRDGBuilder & GraphBuilder , EPixelFormat Format , const FUintVector4 & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , ETextureDimension : : Texture2D , Format , Value ) ; }
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FRDGTextureRef FSystemTextures : : GetDefaultTexture2D ( FRDGBuilder & GraphBuilder , EPixelFormat Format , const FClearValueBinding & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , ETextureDimension : : Texture2D , Format , GetClearBindingValue ( Format , Value ) ) ; }
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FRDGTextureRef FSystemTextures : : GetDefaultTexture ( FRDGBuilder & GraphBuilder , ETextureDimension Dimension , EPixelFormat Format , float Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , Dimension , Format , Value ) ; }
FRDGTextureRef FSystemTextures : : GetDefaultTexture ( FRDGBuilder & GraphBuilder , ETextureDimension Dimension , EPixelFormat Format , uint32 Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , Dimension , Format , Value ) ; }
FRDGTextureRef FSystemTextures : : GetDefaultTexture ( FRDGBuilder & GraphBuilder , ETextureDimension Dimension , EPixelFormat Format , const FVector2D & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , Dimension , Format , Value ) ; }
FRDGTextureRef FSystemTextures : : GetDefaultTexture ( FRDGBuilder & GraphBuilder , ETextureDimension Dimension , EPixelFormat Format , const FIntPoint & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , Dimension , Format , Value ) ; }
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FRDGTextureRef FSystemTextures : : GetDefaultTexture ( FRDGBuilder & GraphBuilder , ETextureDimension Dimension , EPixelFormat Format , const FVector3f & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , Dimension , Format , Value ) ; }
FRDGTextureRef FSystemTextures : : GetDefaultTexture ( FRDGBuilder & GraphBuilder , ETextureDimension Dimension , EPixelFormat Format , const FVector4f & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , Dimension , Format , Value ) ; }
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FRDGTextureRef FSystemTextures : : GetDefaultTexture ( FRDGBuilder & GraphBuilder , ETextureDimension Dimension , EPixelFormat Format , const FUintVector4 & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , Dimension , Format , Value ) ; }
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FRDGTextureRef FSystemTextures : : GetDefaultTexture ( FRDGBuilder & GraphBuilder , ETextureDimension Dimension , EPixelFormat Format , const FClearValueBinding & Value ) { return GetInternalDefaultTexture ( GraphBuilder , DefaultTextures , HashDefaultTextures , Dimension , Format , GetClearBindingValue ( Format , Value ) ) ; }
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Buffers
// Default init to 0
FRDGBufferRef FSystemTextures : : GetDefaultBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , false , ( uint32 * ) nullptr ) ; }
FRDGBufferRef FSystemTextures : : GetDefaultStructuredBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , true , ( uint32 * ) nullptr ) ; }
// Default value of an element
FRDGBufferRef FSystemTextures : : GetDefaultBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , float Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , false /* Vertex */ , & Value ) ; }
FRDGBufferRef FSystemTextures : : GetDefaultBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , uint32 Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , false /* Vertex */ , & Value ) ; }
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FRDGBufferRef FSystemTextures : : GetDefaultBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , const FVector3f & Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , false /* Vertex */ , & Value ) ; }
FRDGBufferRef FSystemTextures : : GetDefaultBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , const FVector4f & Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , false /* Vertex */ , & Value ) ; }
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FRDGBufferRef FSystemTextures : : GetDefaultBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , const FUintVector4 & Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , false /* Vertex */ , & Value ) ; }
FRDGBufferRef FSystemTextures : : GetDefaultStructuredBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , float Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , true /* Structured */ , & Value ) ; }
FRDGBufferRef FSystemTextures : : GetDefaultStructuredBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , uint32 Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , true /* Structured */ , & Value ) ; }
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FRDGBufferRef FSystemTextures : : GetDefaultStructuredBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , const FVector3f & Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , true /* Structured */ , & Value ) ; }
FRDGBufferRef FSystemTextures : : GetDefaultStructuredBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , const FVector4f & Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , true /* Structured */ , & Value ) ; }
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FRDGBufferRef FSystemTextures : : GetDefaultStructuredBuffer ( FRDGBuilder & GraphBuilder , uint32 NumBytePerElement , const FUintVector4 & Value ) { return GetInternalDefaultBuffer ( GraphBuilder , DefaultBuffers , HashDefaultBuffers , NumBytePerElement , true /* Structured */ , & Value ) ; }